pax_global_header00006660000000000000000000000064145404410170014512gustar00rootroot0000000000000052 comment=6619be4056dd5cfd7d90fd63a5dd7b8ae4df421d ezquake-3.6.4/000077500000000000000000000000001454044101700131715ustar00rootroot00000000000000ezquake-3.6.4/.gitignore000066400000000000000000000003031454044101700151550ustar00rootroot00000000000000ezquake ezquake.exe ezquake-*.exe ezquake-*-* ezQuake.aps *.vcxproj*.user *.vcxproj*.cache SysPrintf.log .ezquake/ .vs *.json.c *.glsl.c vcpkg_installed/ src/.msversion.h !.gitignore ezquake-3.6.4/.gitmodules000066400000000000000000000002671454044101700153530ustar00rootroot00000000000000[submodule "src/qwprot"] path = src/qwprot url = https://github.com/QW-Group/qwprot.git branch = master [submodule "vcpkg"] path = vcpkg url = https://github.com/Microsoft/vcpkg ezquake-3.6.4/Directory.Build.props000066400000000000000000000001661454044101700172630ustar00rootroot00000000000000 ezquake-3.6.4/Directory.Build.targets000066400000000000000000000001701454044101700175640ustar00rootroot00000000000000 ezquake-3.6.4/LICENSE000066400000000000000000000350421454044101700142020ustar00rootroot00000000000000GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc. 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it. For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights. We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software. Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations. Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program. You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. 2. 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(Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. 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You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following: a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, c) Accompany it with the information you received as to the offer to distribute corresponding source code. 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If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License. 9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS ezquake-3.6.4/Makefile000066400000000000000000000421321454044101700146330ustar00rootroot00000000000000### ezQuake Makefile based on Q2PRO ### ifdef EZ_CONFIG_FILE -include $(EZ_CONFIG_FILE) else -include .config endif ifdef CONFIG_WINDOWS CPU ?= x86 SYS ?= Win32 else ifndef CPU CPU := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/ -e s/sun4u/sparc64/ -e s/arm.*/arm/ -e s/sa110/arm/ -e s/alpha/axp/) endif ifndef SYS SYS := $(shell uname -s) endif endif ifndef REV REV := $(shell ./version.sh --revision) endif ifndef VER VER := $(shell ./version.sh --version) endif LSYS := $(shell echo $(SYS) | tr A-Z a-z) CC ?= gcc WINDRES ?= windres STRIP ?= strip RM ?= rm -f RMDIR ?= rm -rf MKDIR ?= mkdir -p JSON2C ?= ./json2c.sh CFLAGS ?= -O2 -Wall -Wno-pointer-to-int-cast -Wno-int-to-pointer-cast -Wno-strict-aliasing -Werror=strict-prototypes -Werror=old-style-definition -g -MMD $(INCLUDES) RCFLAGS ?= LDFLAGS ?= LIBS ?= CFLAGS_c := RCFLAGS_c := LDFLAGS_c := SRC_DIR = src ifneq (,$(wildcard $(SRC_DIR)/qwprot/src/*.h)) INCLUDES = -I$(SRC_DIR)/qwprot/src else $(error qwprot submodule missing, try initializing submodules with "git submodule update --init --recursive --remote") endif ifdef CONFIG_WINDOWS LDFLAGS_c += -mwindows # Mark images as DEP and ASLR compatible on x86 Windows ifeq ($(CPU),x86) LDFLAGS_c += -Wl,--nxcompat,--dynamicbase endif else # Hide ELF symbols by default CFLAGS_c += -fvisibility=hidden # Resolve all symbols at link time ifeq ($(SYS),Linux) CFLAGS += -DX11_GAMMA_WORKAROUND LDFLAGS_c += -Wl,--no-undefined endif ifeq ($(SYS),Darwin) # 10.11 El Capitan does not search for header files here by default CFLAGS_c += -I/usr/local/include # For re-link/deploy dynamic libraries LDFLAGS_c += -headerpad_max_install_names # Cross-compiling support ifneq ($(DARWIN_TARGET),) CFLAGS_c += -target $(DARWIN_TARGET) LDFLAGS_c += -target $(DARWIN_TARGET) else CFLAGS_c += -mmacosx-version-min=10.8 LDFLAGS_c += -mmacosx-version-min=10.8 endif # From 10.10 at least, expat is a system library EXPAT_CFLAGS = EXPAT_LIBS = -lexpat CURL_CFLAGS = CURL_LIBS = -lcurl endif endif BUILD_DEFS := -DCPUSTRING='"$(CPU)"' BUILD_DEFS += -DBUILDSTRING='"$(SYS)"' VER_DEFS := -DREVISION=$(REV) VER_DEFS += -DVERSION='"$(VER)"' SDL2_CFLAGS ?= $(shell sdl2-config --cflags) SDL2_LIBS ?= $(shell sdl2-config --libs) ifdef TRAVIS_BUILD BUILD_DEFS += -DTRAVIS_BUILD endif CFLAGS_c += $(BUILD_DEFS) $(VER_DEFS) $(PATH_DEFS) $(SDL2_CFLAGS) -DNDEBUG -DJSS_CAM -DUSE_PR2 -DWITH_NQPROGS -DUSE_SDL2 -DWITH_ZIP LIBS_c += $(SDL2_LIBS) # built-in requirements ZLIB_CFLAGS ?= -DWITH_ZLIB ZLIB_LIBS ?= -lz CFLAGS_c += $(ZLIB_CFLAGS) LIBS_c += $(ZLIB_LIBS) PCRE2_CFLAGS ?= $(shell pkg-config libpcre2-8 --cflags) PCRE2_LIBS ?= $(shell pkg-config libpcre2-8 --libs) CFLAGS_c += $(PCRE2_CFLAGS) -DPCRE2_CODE_UNIT_WIDTH=8 LIBS_c += $(PCRE2_LIBS) EXPAT_CFLAGS ?= $(shell pkg-config expat --cflags) EXPAT_LIBS ?= $(shell pkg-config expat --libs) CFLAGS_c += $(EXPAT_CFLAGS) LIBS_c += $(EXPAT_LIBS) PNG_CFLAGS ?= $(shell pkg-config libpng --cflags) -DWITH_PNG PNG_LIBS ?= $(shell pkg-config libpng --libs) CFLAGS_c += $(PNG_CFLAGS) LIBS_c += $(PNG_LIBS) JPEG_CFLAGS ?= $(shell pkg-config libjpeg --cflags) -DWITH_JPEG JPEG_LIBS ?= $(shell pkg-config libjpeg --libs) CFLAGS_c += $(JPEG_CFLAGS) LIBS_c += $(JPEG_LIBS) CURL_CFLAGS ?= $(shell pkg-config libcurl --cflags) CURL_LIBS ?= $(shell pkg-config libcurl --libs) CFLAGS_c += $(CURL_CFLAGS) LIBS_c += $(CURL_LIBS) JANSSON_CFLAGS ?= $(shell pkg-config jansson --cflags) JANSSON_LIBS ?= $(shell pkg-config jansson --libs) CFLAGS += $(JANSSON_CFLAGS) LIBS_c += $(JANSSON_LIBS) MINIZIP_CFLAGS ?= $(shell pkg-config --cflags minizip) MINIZIP_LIBS ?= $(shell pkg-config --libs minizip) CFLAGS_c += $(MINIZIP_CFLAGS) LIBS_c += $(MINIZIP_LIBS) SPEEX_LIBS ?= $(shell pkg-config speex --libs) $(shell pkg-config speexdsp --libs) ifdef SPEEX_LIBS CFLAGS_c += $(shell pkg-config speex --cflags) $(shell pkg-config speexdsp --cflags) -DWITH_SPEEX endif LIBS_c += $(SPEEX_LIBS) ifndef CONFIG_WINDOWS ifeq ($(shell pkg-config --exists freetype2 && echo 1),1) FREETYPE_CFLAGS ?= $(shell pkg-config freetype2 --cflags) FREETYPE_LIBS ?= $(shell pkg-config freetype2 --libs) endif ifdef FREETYPE_LIBS CFLAGS_c += -DEZ_FREETYPE_SUPPORT_STATIC endif endif ifdef FREETYPE_LIBS CFLAGS_c += -DEZ_FREETYPE_SUPPORT LIBS_c += $(FREETYPE_LIBS) CFLAGS += $(FREETYPE_CFLAGS) endif ifdef OLD_WAV_LOADING CFLAGS_c += -DOLD_WAV_LOADING else SNDFILE_CFLAGS ?= $(shell pkg-config sndfile --cflags) SNDFILE_LIBS ?= $(shell pkg-config sndfile --libs) CFLAGS += $(SNDFILE_CFLAGS) LIBS_c += $(SNDFILE_LIBS) endif # windres needs special quoting... RCFLAGS_c += -DREVISION=$(REV) -DVERSION='\"$(VER)\"' ### Object Files ### COMMON_OBJS := \ $(SRC_DIR)/cmodel.o \ $(SRC_DIR)/cmd.o \ $(SRC_DIR)/com_msg.o \ $(SRC_DIR)/common.o \ $(SRC_DIR)/crc.o \ $(SRC_DIR)/cvar.o \ $(SRC_DIR)/fs.o \ $(SRC_DIR)/vfs_os.o \ $(SRC_DIR)/vfs_pak.o \ $(SRC_DIR)/vfs_zip.o \ $(SRC_DIR)/vfs_tcp.o \ $(SRC_DIR)/vfs_gzip.o \ $(SRC_DIR)/vfs_doomwad.o \ $(SRC_DIR)/vfs_mmap.o \ $(SRC_DIR)/vfs_tar.o \ $(SRC_DIR)/hash.o \ $(SRC_DIR)/host.o \ $(SRC_DIR)/mathlib.o \ $(SRC_DIR)/md4.o \ $(SRC_DIR)/sha3.o \ $(SRC_DIR)/net.o \ $(SRC_DIR)/net_chan.o \ $(SRC_DIR)/q_shared.o \ $(SRC_DIR)/version.o \ $(SRC_DIR)/zone.o \ $(SRC_DIR)/pmove.o \ $(SRC_DIR)/pmovetst.o SERVER_OBJS := \ $(SRC_DIR)/pr_cmds.o \ $(SRC_DIR)/pr_edict.o \ $(SRC_DIR)/pr_exec.o \ $(SRC_DIR)/pr2_cmds.o \ $(SRC_DIR)/pr2_edict.o \ $(SRC_DIR)/pr2_exec.o \ $(SRC_DIR)/pr2_vm.o \ $(SRC_DIR)/sv_ccmds.o \ $(SRC_DIR)/sv_ents.o \ $(SRC_DIR)/sv_init.o \ $(SRC_DIR)/sv_main.o \ $(SRC_DIR)/sv_master.o \ $(SRC_DIR)/sv_move.o \ $(SRC_DIR)/sv_nchan.o \ $(SRC_DIR)/sv_phys.o \ $(SRC_DIR)/sv_save.o \ $(SRC_DIR)/sv_send.o \ $(SRC_DIR)/sv_user.o \ $(SRC_DIR)/sv_world.o \ $(SRC_DIR)/sv_demo.o \ $(SRC_DIR)/sv_demo_misc.o \ $(SRC_DIR)/sv_demo_qtv.o \ $(SRC_DIR)/sv_login.o \ $(SRC_DIR)/sv_mod_frags.o HELP_OBJS := \ $(patsubst help_%.json,help_%.o,$(wildcard help_*.json)) MODERN_GLSL_OBJS := \ $(patsubst $(SRC_DIR)/glsl/%.glsl,$(SRC_DIR)/glsl_%.glsl.o,$(wildcard $(SRC_DIR)/glsl/*.glsl)) CLASSIC_GLSL_OBJS := \ $(patsubst $(SRC_DIR)/glsl/glc/%.glsl,$(SRC_DIR)/glsl_%.glsl.o,$(wildcard $(SRC_DIR)/glsl/glc/*.glsl)) MODERN_OPENGL_OBJS := \ $(MODERN_GLSL_OBJS) \ $(SRC_DIR)/glm_aliasmodel.o \ $(SRC_DIR)/glm_brushmodel.o \ $(SRC_DIR)/glm_draw.o \ $(SRC_DIR)/glm_framebuffer.o \ $(SRC_DIR)/glm_lightmaps.o \ $(SRC_DIR)/glm_md3.o \ $(SRC_DIR)/glm_misc.o \ $(SRC_DIR)/glm_particles.o \ $(SRC_DIR)/glm_performance.o \ $(SRC_DIR)/glm_main.o \ $(SRC_DIR)/glm_rmain.o \ $(SRC_DIR)/glm_rsurf.o \ $(SRC_DIR)/glm_sdl.o \ $(SRC_DIR)/glm_sprite.o \ $(SRC_DIR)/glm_sprite3d.o \ $(SRC_DIR)/glm_state.o \ $(SRC_DIR)/glm_texture_arrays.o \ $(SRC_DIR)/glm_vao.o CLASSIC_OPENGL_OBJS := \ $(CLASSIC_GLSL_OBJS) \ $(SRC_DIR)/glc_aliasmodel.o \ $(SRC_DIR)/glc_aliasmodel_mesh.o \ $(SRC_DIR)/glc_bloom.o \ $(SRC_DIR)/glc_brushmodel.o \ $(SRC_DIR)/glc_draw.o \ $(SRC_DIR)/glc_framebuffer.o \ $(SRC_DIR)/glc_lightmaps.o \ $(SRC_DIR)/glc_main.o \ $(SRC_DIR)/glc_matrix.o \ $(SRC_DIR)/glc_md3.o \ $(SRC_DIR)/glc_misc.o \ $(SRC_DIR)/glc_particles.o \ $(SRC_DIR)/glc_performance.o \ $(SRC_DIR)/glc_sdl.o \ $(SRC_DIR)/glc_sky.o \ $(SRC_DIR)/glc_sprite3d.o \ $(SRC_DIR)/glc_state.o \ $(SRC_DIR)/glc_surf.o \ $(SRC_DIR)/glc_turb_surface.o \ $(SRC_DIR)/glc_vao.o \ $(SRC_DIR)/glc_warp.o COMMON_OPENGL_OBJS := \ $(SRC_DIR)/gl_aliasmodel.o \ $(SRC_DIR)/gl_aliasmodel_md3.o \ $(SRC_DIR)/gl_buffers.o \ $(SRC_DIR)/gl_debug.o \ $(SRC_DIR)/gl_drawcall_wrappers.o \ $(SRC_DIR)/gl_framebuffer.o \ $(SRC_DIR)/gl_misc.o \ $(SRC_DIR)/gl_program.o \ $(SRC_DIR)/gl_sdl.o \ $(SRC_DIR)/gl_sprite3d.o \ $(SRC_DIR)/gl_state.o \ $(SRC_DIR)/gl_texture.o \ $(SRC_DIR)/gl_texture_functions.o \ $(SRC_DIR)/vid_common_gl.o COMMON_RENDERER_OBJS := \ $(SRC_DIR)/r_aliasmodel.o \ $(SRC_DIR)/r_aliasmodel_md3.o \ $(SRC_DIR)/r_aliasmodel_mesh.o \ $(SRC_DIR)/r_aliasmodel_skins.o \ $(SRC_DIR)/r_atlas.o \ $(SRC_DIR)/r_bloom.o \ $(SRC_DIR)/r_brushmodel.o \ $(SRC_DIR)/r_brushmodel_bspx.o \ $(SRC_DIR)/r_brushmodel_load.o \ $(SRC_DIR)/r_brushmodel_sky.o \ $(SRC_DIR)/r_brushmodel_surfaces.o \ $(SRC_DIR)/r_brushmodel_textures.o \ $(SRC_DIR)/r_brushmodel_warpsurfaces.o \ $(SRC_DIR)/r_buffers.o \ $(SRC_DIR)/r_chaticons.o \ $(SRC_DIR)/r_draw.o \ $(SRC_DIR)/r_draw_charset.o \ $(SRC_DIR)/r_draw_circle.o \ $(SRC_DIR)/r_draw_image.o \ $(SRC_DIR)/r_draw_line.o \ $(SRC_DIR)/r_draw_polygon.o \ $(SRC_DIR)/r_hud.o \ $(SRC_DIR)/r_lightmaps.o \ $(SRC_DIR)/r_main.o \ $(SRC_DIR)/r_matrix.o \ $(SRC_DIR)/r_misc.o \ $(SRC_DIR)/r_model.o \ $(SRC_DIR)/r_netgraph.o \ $(SRC_DIR)/r_palette.o \ $(SRC_DIR)/r_part.o \ $(SRC_DIR)/r_part_trails.o \ $(SRC_DIR)/r_particles_qmb.o \ $(SRC_DIR)/r_particles_qmb_trails.o \ $(SRC_DIR)/r_particles_qmb_spawn.o \ $(SRC_DIR)/r_performance.o \ $(SRC_DIR)/r_refrag.o \ $(SRC_DIR)/r_rlight.o \ $(SRC_DIR)/r_rmain.o \ $(SRC_DIR)/r_rmisc.o \ $(SRC_DIR)/r_sprite3d.o \ $(SRC_DIR)/r_sprites.o \ $(SRC_DIR)/r_states.o \ $(SRC_DIR)/r_texture.o \ $(SRC_DIR)/r_texture_cvars.o \ $(SRC_DIR)/r_texture_load.o \ $(SRC_DIR)/r_texture_util.o \ $(SRC_DIR)/vx_camera.o \ $(SRC_DIR)/vx_coronas.o \ $(SRC_DIR)/vx_stuff.o \ $(SRC_DIR)/vx_vertexlights.o HUD_OBJS := \ $(SRC_DIR)/hud.o \ $(SRC_DIR)/hud_262.o \ $(SRC_DIR)/hud_common.o \ $(SRC_DIR)/hud_editor.o \ $(SRC_DIR)/hud_radar.o \ $(SRC_DIR)/hud_speed.o \ $(SRC_DIR)/hud_teaminfo.o \ $(SRC_DIR)/hud_weapon_stats.o \ $(SRC_DIR)/hud_autoid.o \ $(SRC_DIR)/hud_clock.o \ $(SRC_DIR)/hud_ammo.o \ $(SRC_DIR)/hud_items.o \ $(SRC_DIR)/hud_net.o \ $(SRC_DIR)/hud_guns.o \ $(SRC_DIR)/hud_groups.o \ $(SRC_DIR)/hud_armor.o \ $(SRC_DIR)/hud_health.o \ $(SRC_DIR)/hud_gamesummary.o \ $(SRC_DIR)/hud_face.o \ $(SRC_DIR)/hud_frags.o \ $(SRC_DIR)/hud_tracking.o \ $(SRC_DIR)/hud_scores.o \ $(SRC_DIR)/hud_performance.o \ $(SRC_DIR)/hud_centerprint.o \ $(SRC_DIR)/hud_qtv.o OBJS_c := \ $(COMMON_OBJS) \ $(HELP_OBJS) \ $(HUD_OBJS) \ $(COMMON_RENDERER_OBJS) \ $(SRC_DIR)/Ctrl.o \ $(SRC_DIR)/Ctrl_EditBox.o \ $(SRC_DIR)/Ctrl_PageViewer.o \ $(SRC_DIR)/Ctrl_ScrollBar.o \ $(SRC_DIR)/Ctrl_Tab.o \ $(SRC_DIR)/EX_FileList.o \ $(SRC_DIR)/EX_browser.o \ $(SRC_DIR)/EX_browser_net.o \ $(SRC_DIR)/EX_browser_pathfind.o \ $(SRC_DIR)/EX_browser_ping.o \ $(SRC_DIR)/EX_browser_qtvlist.o \ $(SRC_DIR)/EX_browser_sources.o \ $(SRC_DIR)/EX_qtvlist.o \ $(SRC_DIR)/ez_controls.o \ $(SRC_DIR)/ez_scrollbar.o \ $(SRC_DIR)/ez_scrollpane.o \ $(SRC_DIR)/ez_label.o \ $(SRC_DIR)/ez_slider.o \ $(SRC_DIR)/ez_button.o \ $(SRC_DIR)/ez_window.o \ $(SRC_DIR)/cl_cam.o \ $(SRC_DIR)/cl_cmd.o \ $(SRC_DIR)/cl_demo.o \ $(SRC_DIR)/cl_nqdemo.o \ $(SRC_DIR)/cl_ents.o \ $(SRC_DIR)/cl_input.o \ $(SRC_DIR)/cl_main.o \ $(SRC_DIR)/cl_parse.o \ $(SRC_DIR)/cl_pred.o \ $(SRC_DIR)/cl_screen.o \ $(SRC_DIR)/cl_slist.o \ $(SRC_DIR)/cl_tent.o \ $(SRC_DIR)/cl_view.o \ $(SRC_DIR)/common_draw.o \ $(SRC_DIR)/console.o \ $(SRC_DIR)/config_manager.o \ $(SRC_DIR)/demo_controls.o \ $(SRC_DIR)/document_rendering.o \ $(SRC_DIR)/fchecks.o \ $(SRC_DIR)/fmod.o \ $(SRC_DIR)/fragstats.o \ $(SRC_DIR)/help.o \ $(SRC_DIR)/help_files.o \ $(SRC_DIR)/ignore.o \ $(SRC_DIR)/image.o \ $(SRC_DIR)/irc_filter.o \ $(SRC_DIR)/irc.o \ $(SRC_DIR)/keys.o \ $(SRC_DIR)/logging.o \ $(SRC_DIR)/match_tools.o \ $(SRC_DIR)/match_tools_challenge.o \ $(SRC_DIR)/menu.o \ $(SRC_DIR)/menu_demo.o \ $(SRC_DIR)/menu_ingame.o \ $(SRC_DIR)/menu_multiplayer.o \ $(SRC_DIR)/menu_options.o \ $(SRC_DIR)/menu_proxy.o \ $(SRC_DIR)/movie.o \ $(SRC_DIR)/mvd_autotrack.o \ $(SRC_DIR)/mvd_utils.o \ $(SRC_DIR)/mvd_xmlstats.o \ $(SRC_DIR)/parser.o \ $(SRC_DIR)/qtv.o \ $(SRC_DIR)/rulesets.o \ $(SRC_DIR)/sbar.o \ $(SRC_DIR)/settings_page.o \ $(SRC_DIR)/sha1.o \ $(SRC_DIR)/skin.o \ $(SRC_DIR)/snd_main.o \ $(SRC_DIR)/snd_mem.o \ $(SRC_DIR)/snd_mix.o \ $(SRC_DIR)/stats_grid.o \ $(SRC_DIR)/teamplay.o \ $(SRC_DIR)/teamplay_locfiles.o \ $(SRC_DIR)/tp_msgs.o \ $(SRC_DIR)/tp_triggers.o \ $(SRC_DIR)/textencoding.o \ $(SRC_DIR)/utils.o \ $(SRC_DIR)/vx_tracker.o \ $(SRC_DIR)/wad.o \ $(SRC_DIR)/xsd.o \ $(SRC_DIR)/xsd_document.o \ $(SRC_DIR)/collision.o \ $(SRC_DIR)/vid_vsync.o \ $(SRC_DIR)/cd_null.o \ $(SRC_DIR)/vid_sdl2.o \ $(SRC_DIR)/sys_sdl2.o \ $(SRC_DIR)/in_sdl2.o \ $(SRC_DIR)/cl_multiview.o \ $(SRC_DIR)/snd_voip.o \ $(SRC_DIR)/cl_screenshot.o \ $(SRC_DIR)/fonts.o \ $(SRC_DIR)/cl_skygroups.o ### Configuration Options ### ifdef MODERN_OPENGL_ONLY OBJS_c += $(COMMON_OPENGL_OBJS) OBJS_c += $(MODERN_OPENGL_OBJS) CFLAGS += -DRENDERER_OPTION_MODERN_OPENGL EZ_POSTFIX := "-glsl" else ifdef CLASSIC_OPENGL_ONLY OBJS_c += $(COMMON_OPENGL_OBJS) OBJS_c += $(CLASSIC_OPENGL_OBJS) CFLAGS += -DRENDERER_OPTION_CLASSIC_OPENGL EZ_POSTFIX := "-std" else OBJS_c += $(COMMON_OPENGL_OBJS) OBJS_c += $(MODERN_OPENGL_OBJS) OBJS_c += $(CLASSIC_OPENGL_OBJS) CFLAGS += -DRENDERER_OPTION_CLASSIC_OPENGL CFLAGS += -DRENDERER_OPTION_MODERN_OPENGL EZ_POSTFIX := "" endif endif ifndef CLIENT_ONLY OBJS_c += $(SERVER_OBJS) else CFLAGS += -DCLIENTONLY endif ifdef CURL_LIBS OBJS_c += \ $(SRC_DIR)/central.o endif ifdef CONFIG_WINDOWS OBJS_c += \ $(SRC_DIR)/movie_avi.o \ $(SRC_DIR)/localtime_win.o \ $(SRC_DIR)/sys_win.o \ $(SRC_DIR)/winquake.o LIBS_c += -lopengl32 -lws2_32 -lwinmm -lpthread else OBJS_c += \ $(SRC_DIR)/localtime_posix.o \ $(SRC_DIR)/sys_posix.o \ $(SRC_DIR)/linux_signals.o LIBS_c += -lm ifeq ($(SYS),Darwin) LIBS_c += -framework Foundation -framework OpenGL -framework IOKit -framework CoreServices OBJS_c += $(SRC_DIR)/in_osx.o $(SRC_DIR)/sys_osx.o else LIBS_c += -lGL -lpthread endif ifeq ($(SYS),Linux) LIBS_c += -lXxf86vm endif ifneq ($(SYS),FreeBSD) ifneq ($(SYS),OpenBSD) ifneq ($(SYS),NetBSD) LIBS_c += -ldl endif endif endif endif #ifdef CONFIG_OGG # OGG_CFLAGS ?= $(shell pkg-config vorbisfile --cflags) -DWITH_OGG_VORBIS # OGG_LIBS ?= $(shell pkg-config vorbisfile --libs) # CFLAGS_c += $(OGG_CFLAGS) # LIBS_c += $(OGG_LIBS) #endif ### Targets ### ifdef CONFIG_WINDOWS TARG_c := ezquake$(EZ_POSTFIX).exe else TARG_c := ezquake-$(LSYS)-$(CPU)$(EZ_POSTFIX) endif all: $(TARG_c) default: all .PHONY: all default clean strip # Define V=1 to show command line. ifdef V Q := E := @true else Q := @ E := @echo endif # Temporary build directories BUILD_c := .ezquake # Rewrite paths to build directories OBJS_c := $(patsubst %,$(BUILD_c)/%,$(OBJS_c)) DEPS_c := $(OBJS_c:.o=.d) -include $(DEPS_c) clean: $(E) [CLEAN] $(Q)$(RM) $(TARG_c) $(Q)$(RMDIR) $(BUILD_c) strip: $(TARG_c) $(E) [STRIP] $(Q)$(STRIP) $(TARG_c) $(BUILD_c)/$(SRC_DIR)/glsl_%.glsl.o: $(SRC_DIR)/glsl/%.glsl $(E) [GLSL] $@ $(Q)$(JSON2C) $< > $(BUILD_c)/$*.c $(Q)$(CC) -c $(CFLAGS) $(CFLAGS_c) $(INCLUDES) -o $@ $(BUILD_c)/$*.c $(BUILD_c)/$(SRC_DIR)/glsl_%.glsl.o: $(SRC_DIR)/glsl/glc/%.glsl $(E) [GLSL] $@ $(Q)$(JSON2C) $< > $(BUILD_c)/$*.c $(Q)$(CC) -c $(CFLAGS) $(CFLAGS_c) $(INCLUDES) -o $@ $(BUILD_c)/$*.c $(BUILD_c)/%.o: %.json $(E) [JS] $@ $(Q)$(JSON2C) $< > $(BUILD_c)/$*.c $(Q)$(CC) -c $(CFLAGS) $(CFLAGS_c) $(INCLUDES) -o $@ $(BUILD_c)/$*.c $(BUILD_c)/$(SRC_DIR)/%.o: $(SRC_DIR)/%.c $(E) [CC] $@ $(Q)$(MKDIR) $(@D) $(Q)$(CC) -c $(CFLAGS) $(CFLAGS_c) $(INCLUDES) -o $@ $< $(BUILD_c)/$(SRC_DIR)/%.o: $(SRC_DIR)/%.m $(E) [CC] $@ $(Q)$(MKDIR) $(@D) $(Q)$(CC) -c $(CFLAGS) $(CFLAGS_c) $(INCLUDES) -o $@ $< $(BUILD_c)/%.o: %.rc $(E) [RC] $@ $(Q)$(MKDIR) $(@D) $(Q)$(WINDRES) $(RCFLAGS) $(RCFLAGS_c) -o $@ $< $(TARG_c): $(OBJS_c) $(E) [LD] $@ $(Q)$(MKDIR) $(@D) $(Q)$(CC) $(LDFLAGS) $(LDFLAGS_c) -o $@ $(OBJS_c) $(LIBS) $(LIBS_c) ezquake-3.6.4/README.md000066400000000000000000000165461454044101700144640ustar00rootroot00000000000000# ezQuake — Modern QuakeWorld Client Homepage: [https://ezquake.com][homepage] Community discord: [http://discord.quake.world][discord] This is the right place to start playing QuakeWorld® — the fastest first person shooter action game ever. Combining the features of all modern QuakeWorld® clients, ezQuake makes QuakeWorld® easier to start and play. The immortal first person shooter Quake® in the brand new skin with superb graphics and extremely fast gameplay. ## Features * Modern graphics * [QuakeTV][qtv] support * Rich menus * Multiview support * Tons of features to serve latest pro-gaming needs * Built in server browser & MP3 player control * Recorded games browser * Customization of all possible graphics elements of the game including Heads Up Display * All sorts of scripting possibilities * Windows, Linux, MacOSX and FreeBSD platforms supported (SDL2). Our client comes only with bare minimum of game media. If you want to experience ezQuake with modern graphics and other additional media including custom configurations, maps, textures and more, try using the [nQuake][nQuake]-installer. ## Support Need help with using ezQuake? Try #dev-corner on [discord][discord] Or (less populated these days) visit us on IRC at QuakeNet, channel #ezQuake: [webchat][webchat] or [IRC][IRC]. Sometimes help from other users of ezQuake might be more useful to you so you can also try visiting the [quakeworld.nu Client Talk-forums][forum]. If you have found a bug, please report it [here][issues] ## Installation guide To play Quakeworld you need the files *pak0.pak* and *pak1.pak* from the original Quake-game. ### Install ezQuake to an existing Quake-installation If you have an existing Quake-installation simply extract the ezQuake executable into your Quake-directory. A typical error message when installing ezQuake into a pre-existing directory is about *glide2x.dll* missing. To get rid of this error, remove the file *opengl32.dll* from your Quake directory. ### Upgrade an nQuake-installation If you have a version of [nQuake][nQuake] already installed you can upgrade ezQuake by extracting the new executable into the nQuake-directory. ### Minimal clean installation If you want to make a clean installation of ezQuake you can do this by following these steps: 1. Create a new directory 2. Extract the ezQuake-executable into this directory 3. Create a subdirectory called *id1* 4. Copy *pak0.pak* and *pak1.pak* into this subdirectory ## Compiling ### Compiling a Windows binary #### Using Visual Studio The project contain a VS solution. Clone the ezQuake source code: ``` git clone --recurse-submodules https://github.com/ezQuake/ezquake-source.git ezquake ``` Initialize Vcpkg, and refresh submodules if needed: ``` bootstrap.bat ``` Load the solution into VS, and compile your preferred target. #### Using Ubuntu Bash (WSL) You can use the new Ubuntu Bash feature in Windows 10 to compile ezQuake for Windows. To enable Bash for Windows, press the `Start` button and type `Turn Windows f` and select `Turn Windows features on or off`. Scroll down to `Windows Subsystem for Linux (Beta)` and enable it. Now press WINDOWS+I, go to `Update & security` and then to the `For developers` tab. Enable `Developer mode`. Now press the `Start` button again and enter `bash`. Click it and install Bash. Enter the following command to install all required prerequisites to build ezQuake: ``` sudo apt-get install -y git mingw-w64 build-essential libspeexdsp-dev dos2unix pkg-config ``` Now clone the ezQuake source code: ``` git clone --recurse-submodules https://github.com/ezQuake/ezquake-source.git ezquake ``` Make sure line endings are not CRLF: ``` dos2unix *.sh ``` Now build the ezQuake executable: ``` EZ_CONFIG_FILE=.config_windows make ``` Copy the compiled binary to your Quake folder, the binary is called `ezquake.exe`. #### Using a Linux system Initialize/update git submodules: ``` git submodule update --init --recursive --remote ``` Make sure you have mingw32 toolchain installed. On Arch Linux it's `mingw-w64` (select complete group). Build an executable using the following command: ``` EZ_CONFIG_FILE=.config_windows make ``` You can add `-jN` as a parameter to `make` to build in parallell. Use number of cpu cores plus 1 (e.g. `-j5` if you have a quad core processor). ### Compiling a Linux binary _These instructions were tested on Ubuntu_ Make sure you have the dependencies installed: (You may skip installing dependencies if you are going to use the build-linux.sh script included in the repository, this will take care of installing packages for you.) - For *Debian/Ubuntu 16.10+* ``` sudo apt install git build-essential libsdl2-dev libjansson-dev libexpat-dev libcurl4-openssl-dev libpng-dev libjpeg-dev libsndfile-dev libspeex-dev libspeexdsp-dev libxxf86vm-dev libpcre2-dev ``` - For *openSUSE Tumbleweed* ``` sudo zypper install -t pattern devel_C_C++ sudo zypper install git pcre2-devel Mesa-libGL-devel SDL2-devel libjansson-devel libexpat-devel libcurl-devel libpng16-devel libpng16-compat-devel libjpeg8-devel libjpeg-turbo libsndfile-devel speex-devel speexdsp-devel libXxf86vm-devel ``` - For *Fedora* ``` sudo dnf group install 'C Development Tools and Libraries' sudo dnf install git pcre2-devel mesa-libEGL-devel SDL2-devel jansson-devel expat-devel libcurl-devel libpng-devel libjpeg-turbo-devel libsndfile-devel speex-devel speexdsp-devel libXxf86vm-devel ``` Clone the git repository: ``` git clone --recurse-submodules https://github.com/ezQuake/ezquake-source.git ``` Switch to `ezquake-source` path: ``` cd ~/ezquake-source/ ``` Initialize/update git submodules: ``` git submodule update --init --recursive --remote ``` Run the compilation (replace 5 with the number of cpu cores you have +1): ``` make -j5 ``` You can add `-jN` as a parameter to `make` to build in parallell. Use number of cpu cores plus 1 (e.g. `-j5` if you have a quad core processor). Copy the compiled binary to your Quake folder, on 64bit linux the binary will be called `ezquake-linux-x86_64`. ### Compiling an OS X binary _These instructions were tested on Mac OS X 10.10._ Get [Homebrew](http://brew.sh) Run exactly as it says on the front page: ``` /bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)" ``` Make sure you run the `brew doctor` as instructed before doing anything else. Then run: ``` brew install sdl2 sdl2_net sdl2_image sdl2_gfx sdl2_mixer pcre2 jansson pkg-config speex speexdsp libsndfile ``` When it's done, just run `make` and it should compile without errors. #### Creating an app bundle Call from main ezquake-source directory, e.g. you probably do something like this: ``` make sh misc/install/create_osx_bundle.sh ``` Current directory should have an `ezQuake.app` folder which is the app. There will also be an `ezquake.zip` which basically just zips up the .app. ## Nightly builds Nightly builds for Windows can be found [here][nightly] [nQuake]: http://nquake.com/ [webchat]: http://webchat.quakenet.org/?channels=#ezquake [IRC]: irc://irc.quakenet.org/#ezquake [forum]: http://www.quakeworld.nu/forum/8 [qtv]: http://qtv.quakeworld.nu/ [nightly]: http://uttergrottan.localghost.net/ezquake/dev/nightlybuilds/win32/ [releases]: https://github.com/ezQuake/ezquake-source/releases [issues]: https://github.com/ezQuake/ezquake-source/issues [homepage]: https://ezquake.com [discord]: http://discord.quake.world/ ezquake-3.6.4/build-linux.sh000077500000000000000000000123131454044101700157640ustar00rootroot00000000000000#!/bin/sh -e # simple build script for linux # ANSI color codes RED='\e[31m' GREEN='\e[32m' YELLOW='\e[33m' NC='\e[0m' BUILD_LOG=/tmp/ezquake-build.log PKGS_DEB="git build-essential libsdl2-2.0-0 libsdl2-dev libjansson-dev libexpat1-dev libcurl4-openssl-dev libpng-dev libjpeg-dev libspeex-dev libspeexdsp-dev libfreetype6-dev libsndfile1-dev libpcre2-dev libminizip-dev" PKGS_RPM="pcre2-devel mesa-libGL-devel SDL2-devel make gcc jansson-devel expat-devel libcurl-devel libpng-devel libjpeg-turbo-devel speex-devel speexdsp-devel freetype-devel libsndfile-devel libXxf86vm-devel minizip-devel" PKGS_ARCH="base-devel libpng libjpeg-turbo sdl2 expat libcurl-compat freetype2 speex speexdsp jansson libsndfile minizip" PKGS_VOID="base-devel SDL2-devel pcre2-devel jansson-devel expat-devel libcurl-devel libpng-devel libjpeg-turbo-devel speex-devel speexdsp-devel freetype-devel libsndfile-devel libXxf86vm-devel minizip" CPU=$(uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/ -e s/sun4u/sparc64/ -e s/arm.*/arm/ -e s/sa110/arm/ -e s/alpha/axp/) error() { [ ! -e $BUILD_LOG ] || cat $BUILD_LOG printf "${RED}[ERROR]${NC} %s\n" "$*" exit 1 } step() { printf "${GREEN}[STEP ]${NC} %s\n" "$*" } info() { printf "[INFO ] %s\n" "$*" } warn() { printf "${YELLOW}[WARN ]${NC} %s\n" "$*" } install_check_deb() { step "Install/check dependecies (packages)..." info "You might be prompted to input your password as superuser privileges are required." info "Updating apt repo list... (running with sudo)" sudo apt-get update -y -qq || error "Failed to update package sources. Exiting." info "Checking/installing required packages... (running with sudo)" sudo apt-get install -y -q $PKGS_DEB >>$BUILD_LOG 2>&1 || error "Failed to install required packages. Exiting." } install_check_rpm() { step "Install/check dependecies (packages)..." info "You might be prompted to input your password as superuser privileges are required." info "Updating yum repo list... (running with sudo)" sudo yum clean all -yqqq && sudo yum check-update -yqqq >>$BUILD_LOG 2>&1 || error "Failed to update repo list. Exiting." info "Checking/installing required packages... (running with sudo)" sudo yum install -yq $PKGS_RPM >>$BUILD_LOG 2>&1 || error "Failed to install required packages. Exiting." } install_check_arch() { step "Install/check dependecies (packages)..." info "You might be prompted to input your password as superuser privileges are required." sudo pacman -Sy >>$BUILD_LOG 2>&1 || error "Failed to update repository cache. Exiting." sudo pacman -S --needed --noconfirm $PKGS_ARCH >>$BUILD_LOG 2>&1 || error "Failed to install required packages. Exiting." } install_check_void() { step "Install/check dependencies (packages)..." info "You might be prompted to input your password as superuser privileges are required." info "Updating xbps repo list... (running with sudo)" sudo xbps-install -Sy >>$BUILD_LOG 2>&1 || error "Failed to update package sources. Exiting." info "Checking/installing required packages... (running with sudo)" sudo xbps-install -y $PKGS_VOID >>$BUILD_LOG 2>&1 || error "Failed to install required packages. Exiting." } if [ -f $BUILD_LOG ];then rm -f $BUILD_LOG ||: fi [ -e Makefile ] || error "Cannot find 'Makefile', please run this script from the source code directory." command -v sudo >/dev/null 2>&1 || error "Could not find sudo, please install it. Exiting." if [ -f /etc/os-release ]; then . /etc/os-release || error "Failed to source os-release file" else error "Your environment isn't supported by this script. Exiting." fi [ -n "${ID}" ] || error "Your dist does not specify ID in /etc/os-release. Exiting." [ -n "${VERSION_ID}" ] || VERSION_ID=0 case $ID in arch) install_check_arch ;; manjaro) install_check_arch ;; void) install_check_void ;; linuxmint) [ $VERSION_ID -ge 18 ] || error "Your Linux Mint version '$VERSION_ID' is too old. Exiting." install_check_deb ;; ubuntu) VERSION_ID=${VERSION_ID%.*} [ $VERSION_ID -ge 16 ] || error "Your Ubuntu version '$VERSION_ID' is too old. Exiting." install_check_deb ;; debian) if [ $VERSION_ID -gt 0 ] && [ $VERSION_ID -lt 8 ]; then error "Your Debian version '$VERSION_ID' is too old. Exiting." fi # Includes Debian testing/unstable as they don't provide a VERSION_ID install_check_deb ;; pop) VERSION_ID=${VERSION_ID%.*} [ $VERSION_ID -ge 17 ] || error "Your Pop!_OS version '$VERSION_ID' is too old. Exiting." install_check_deb ;; centos|rhel|fedora) # FIXME: Versions checks? install_check_rpm ;; *) error "Your dist '$ID' isn't supported by this script. Exiting." ;; esac step "Checking out git submodules..." git submodule update --init --recursive --remote >> $BUILD_LOG 2>&1 || error "Failed to checkout git submodules. Exiting." step "Cleaning up any previous build files..." make clean >>$BUILD_LOG 2>&1 || error "Failed to cleanup old build files" step "Compiling sources (this might take a while, please wait)..." njobs=2 ! command -v nproc >/dev/null 2>&1 || njobs=$(($(nproc) + 1)) make -j$njobs >>$BUILD_LOG 2>&1 || error "Compilation failed. Exiting." printf "\n${GREEN}Build completed successfully.${NC}\n" printf "Copy ${YELLOW}ezquake-linux-${CPU}${NC} into your quake directory.\n\n" ezquake-3.6.4/dist/000077500000000000000000000000001454044101700141345ustar00rootroot00000000000000ezquake-3.6.4/dist/linux/000077500000000000000000000000001454044101700152735ustar00rootroot00000000000000ezquake-3.6.4/dist/linux/io.github.ezQuake.128.png000066400000000000000000000500461454044101700216130ustar00rootroot00000000000000PNG  IHDR>azTXtRaw profile type exifxݚYc7rE1 }Ag{*TG&yqu\.j{qx{B~~+V_cǝ6uvC*|ʩN;Kt-^s~Ϩ}#j"g%(fD,@1[1-9w0 "F 3v9V%nڋ[s ݟGQۢ")C-OTߟ6bb<'[)& eWR9=]*vQz:gT#?]%FtjZi[ǻ %i;Hq.T,֝XN,P MdH۵YݺCed)lk]wVAZ z;Bis82ʷMj Ѐ̲VyC0Z]Dr֝9^,,JxfbsmPUbe%v9ƣX"*g] zKW lVևɮN|Ӊ6mrd}v,N,h6z**;v+"VF0x[*7Fw#l3A:7fWm&cKIu,?Rg+F{z{i"Oi_-fuKg]ފRylp`5a9-֚&6i@,;qo/FO e? 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Welcome to the home of ezQuake, a modern QuakeWorld client focused on competitive online play. Combining the features of modern QuakeWorld® clients, ezQuake makes QuakeWorld® easier to start and play. The immortal first person shooter Quake® in a brand new skin with superb graphics and extremely fast gameplay.

  • Modern Graphics: Particle explosions, shaft beam, gunshots, nails, rocket and grenade trails, blood, and others, MD3 models, fog, water effects, killing spree messages, rain
  • Modern competitive gaming features: Fullbright skins, forcing team/enemy colors, advanced weapon handling, teamplay messages, auto game recording, automated screenshots and console logging
  • Graphics customization: Customize your HUD, colors of walls and liquids, turn superfluous graphics effects off, change world textures, crosshair, sky picture, console background, game font
  • Independent Physics: Get the smoothest experience possible without being limited by server or network settings
  • Integrated Server Browser: Easy searching and filtering of online servers
  • Enhanced demo/QTV playback: View recorded games from multiple points of view, watch action on radar, all player stats in a handy table, autotrack the strongest player

Commercial data files are required to run the supported games. These can be aquired though a multitude of sources. See the manual for more info on this.

https://ezquake.github.io/screenshots/armor_battle.png Battle for armor https://ezquake.github.io/screenshots/bloom.jpg Bloom effect https://ezquake.github.io/screenshots/shambler_cutf_bluefog.jpg Special effects moderate moderate moderate intense intense
ezquake-3.6.4/dist/linux/io.github.ezQuake.desktop000066400000000000000000000004411454044101700221610ustar00rootroot00000000000000[Desktop Entry] Comment=A modern QuakeWorld client focused on competitive online play Categories=Game;Shooter; Exec=ezquake.sh Icon=io.github.ezQuake Name=ezQuake StartupNotify=true PrefersNonDefaultGPU=true Terminal=false Type=Application Keywords=quake;first;person;shooter;multiplayer; ezquake-3.6.4/ezquake.exe.manifest000066400000000000000000000011531454044101700171460ustar00rootroot00000000000000 ezQuake ezquake-3.6.4/ezquake.ico000066400000000000000000001022761454044101700153420ustar00rootroot00000000000000 00 %  >& h600N;  Whd00h vhV(0` %  -@Q`daUF4% 7h $ "* )  ]2 ? +Yu.EV``_``S1Vg `- '(dp)s P|aLXoc(/aK 8J=^kmU(mp*.,3vE4BD .BKw\.zy+IaN#SGI2=%)sy^5 .J38tWHI E_ TxgB 3( VPN2}L' $/e U(.:!9@ha- 3koV-6`q7K94FW)qCZ~F )V  BT!XkNEmvwO &2^ 3!@KYL8Dg)FPsf2>nX6w^7%6?vwAMx -F_rx F\#]qji ui+Ta2s #6=,IP-W`4m|9~;?VYC1u6z5u?2vzW7gq~%(Jnwi|l\`l{Uz^A_dGz&  0Uu*-2FJA\aFgpqpK4;$5<)89B`fFmt {>1DEՆX+gTE 4 +-te3@^aa #f@ ao!;"/0*\b^dMnri04D^e` *<:XYV#&(66əE^$<=./HRss:y{ "8))-ze4_`p<Y!99'@@ ]_1RR$FFpB,(6`%%Amm:__ rb+99:NNگV6ZZ&::%;;;[[[nAgf l/+77n\(<<=J -996HE9II1AA>???(  %.;^@Q:E"(R 8Ks1v.^t)N_,JX.4 3xR"v6&+c 0/>>"""#$ ,.4INEcjNrzW}qc`-do*/15"15"031GLsN{^^^xDv666Qk^"((&6:___`S5OTqf',hhh;;;=UZh }}}%&|r+\eggg...bbb#/2{www///~ŋwN)))ąlllzzzMor{p.1 d%'\\\}N ===Dcg24\\\WWW^{(RVMMM\\\.LNZ888p$&eee !$%}}}AYZieee&=?PPP999dj&'\\\$$9]^%%qb***xxxJzz ##"d8[[qqqOOO888000*IId()444F__#&&$$~S..GGGqqqUUU""".-it!!ooorssyyyRmmvR0RQ22((,,)DCQΟ[OOO'1GOBNS1GOha-:?BM[a`q75BHjjj)Q`)qXbfknoZ~F*Zd8R[sf%BL7x^7vvvbbbXekvw+NYCFHF\)bthhh}}}i2[fxxx_mqKek;ak8o~9~;?VYD5w7{6v?2vxvvZLL&11e5`a?Zr{z\etttL<XWLShYR`cLyZb_KWPuTpVez}Nw|r`Mosl=SUS``iLont}>gs}(0` ʦ @ ` @@ @@@`@@@@`` `@`````` @` @` @` @`@@ @@@`@@@@@ @ @ @@ `@ @ @ @ @@@@ @@@@@`@@@@@@@@@`@` @`@@``@`@`@`@`@@ @@@`@@@@@@ @@@`@@@@@@ @@@`@@@@@@ @@@`@@@@ @` @ ` @@ @@@`@@@@`` `@`````` @` @` @` @` @` @ ` @@ @@@`@@@@`` `@`````` @` @` @`RIIIIIIIRI[nv[RInw[RIIIIR][Rnwwv]IRIR[IRI[www][RRIRI]wwnRIwIIw[II[I[]IR]wIRR]IwwIm[]wvInIw]RI[nRwRRRI[[]nIIR[[In]II[RR[RIIRS[[]vSRSSRRm[[IRRRIIR[[R[RIIIR[[I[IRIIIR[[[IIRRR][I]IRIIR[IRIR[I[IIInII[II[ImIR[I[[[R[RRIIII[IR[RI[I[IIII[II[RRRRIR[IIIIR[III[IIIRIRRI[RIRRI[[[[??????@x?( @ʦ @ ` @@ @@@`@@@@`` `@`````` @` @` @` @`@@ @@@`@@@@@ @ @ @@ `@ @ @ @ @@@@ @@@@@`@@@@@@@@@`@` @`@@``@`@`@`@`@@ @@@`@@@@@@ @@@`@@@@@@ @@@`@@@@@@ @@@`@@@@ @` @ ` @@ @@@`@@@@`` `@`````` @` @` @` @` @` @ ` @@ @@@`@@@@`` `@`````` @` @` @`[[[[[[[nnnm]]]S[[[nwm[SRRnwnRRRnR[nRI[][nRn[[vR[w[[R]nSRn[I[[[[]mmn]]]m][I[]nR[[mI[[[[[[R[[m[R[RR[RR[[[[[[[[[?ǁǟÿ( ʦ @ ` @@ @@@`@@@@`` `@`````` @` @` @` @`@@ @@@`@@@@@ @ @ @@ `@ @ @ @ @@@@ @@@@@`@@@@@@@@@`@` @`@@``@`@`@`@`@@ @@@`@@@@@@ @@@`@@@@@@ @@@`@@@@@@ @@@`@@@@ @` @ ` @@ @@@`@@@@`` `@`````` @` @` @` @` @` @ ` @@ @@@`@@@@`` `@`````` @` @` @`]][[]Rmnv[]n[[R[[}>gs}ezquake-3.6.4/help_cmdline_params.json000066400000000000000000000122401454044101700200510ustar00rootroot00000000000000{ "-allowmultiple": { "description": "On Windows, launch multiple copies of ezQuake rather than re-using the existing instance", "systems": [ "windows" ] }, "-basedir": { "arguments": "", "description": "The \"base\" directory is the path to the directory holding the quake.exe and all game directories.\n\nThis can be overridden with the \"-basedir\" command line parm to allow code debugging in a different directory." }, "-bpp": { "arguments": "", "description": "Allows setting of 'r_colorbits' cvar during start-up" }, "-cdaudio": { "flags": [ "incomplete" ] }, "-cddev": { "arguments": "", "description": "On Linux, specifies the cd device to use. Must specify -cdaudio for this to have effect", "remarks": "(is this only used in meson build?)", "systems": [ "linux" ] }, "-cheats": { "description": "enable cheats on local server (/noclip etc)" }, "-clientport": { "flags": [ "incomplete" ] }, "-conbufsize": { "arguments": "", "description": "set size of console buffer", "remarks": "between 32KB & 4MB, default is 64KB" }, "-condebug": { "description": "log all console output to qw/qconsole.log" }, "-conheight": { "description": "set vid_conheight during startup" }, "-conwidth": { "description": "set vid_conwidth during startup" }, "-data": { "system-generated": true }, "-democache": { "arguments": "", "description": "create memory buffer during startup, used instead of writing directly to disk when recording demos", "remarks": "Minimum value 2048KB" }, "-detailtrails": { "description": "sets /gl_particle_fulldetail 1 during startup" }, "-dev": { "system-generated": true }, "-display": { "flags": [ "incomplete" ] }, "-enablelocalcommand": { "flags": [ "incomplete" ] }, "-forceTextureReload": { "flags": [ "incomplete" ] }, "-forcetexturereload": { "system-generated": true }, "-freq": { "flags": [ "incomplete" ] }, "-game": { "flags": [ "incomplete" ] }, "-gamma": { "flags": [ "incomplete" ] }, "-gl-debug": { "description": "enables OpenGL debug output. Must be used in conjunction with -dev" }, "-gl-forward-only-profile": { "system-generated": true }, "-gl_ext": { "flags": [ "incomplete" ] }, "-glsl-renderer": { "flags": [ "incomplete" ] }, "-heapsize": { "flags": [ "incomplete" ] }, "-height": { "flags": [ "incomplete" ] }, "-ip": { "flags": [ "incomplete" ] }, "-maxtmu2": { "flags": [ "incomplete" ] }, "-mem": { "flags": [ "incomplete" ] }, "-minmemory": { "flags": [ "incomplete" ] }, "-no-accel-visuals": { "description": "Requests un-accelerated graphics (used in debugging to create OpenGL 1.1 context)" }, "-no-triple-gl-buffer": { "flags": [ "incomplete" ] }, "-no24bit": { "flags": [ "incomplete" ] }, "-noatlas": { "system-generated": true }, "-noconinput": { "flags": [ "incomplete" ] }, "-nodesktopres": { "system-generated": true }, "-nohome": { "flags": [ "incomplete" ] }, "-nohwgamma": { "flags": [ "incomplete" ] }, "-nohwtimer": { "flags": [ "incomplete" ] }, "-noindphys": { "flags": [ "incomplete" ] }, "-noinvlmaps": { "flags": [ "incomplete" ] }, "-nolibjpeg": { "flags": [ "incomplete" ] }, "-nolibpng": { "flags": [ "incomplete" ] }, "-nomouse": { "flags": [ "incomplete" ] }, "-nomtex": { "flags": [ "incomplete" ] }, "-nonpot": { "system-generated": true }, "-nopriority": { "flags": [ "incomplete" ] }, "-norjscripts": { "flags": [ "incomplete" ] }, "-noscripts": { "flags": [ "incomplete" ] }, "-nosound": { "flags": [ "incomplete" ] }, "-nostdout": { "flags": [ "incomplete" ] }, "-oldgamma": { "system-generated": true }, "-particles": { "flags": [ "incomplete" ] }, "-port": { "flags": [ "incomplete" ] }, "-progtype": { "flags": [ "incomplete" ] }, "-r-debug": { "system-generated": true }, "-r-no-amd-fix": { "system-generated": true }, "-r-nocallback": { "system-generated": true }, "-r-nomultibind": { "system-generated": true }, "-r-novao": { "system-generated": true }, "-r-trace": { "system-generated": true }, "-r-verify": { "system-generated": true }, "-ruleset": { "flags": [ "incomplete" ] }, "-showliberrors": { "flags": [ "incomplete" ] }, "-startwindowed": { "flags": [ "incomplete" ] }, "-userdir": { "flags": [ "incomplete" ] }, "-width": { "flags": [ "incomplete" ] }, "-window": { "flags": [ "incomplete" ] } } ezquake-3.6.4/help_commands.json000066400000000000000000002217601454044101700167050ustar00rootroot00000000000000{ "+attack": { "description": "When active the player will fire the weapon he is currently holding.\nThis is the primary command used to make the player fire the gun.\nFor as long as the key that is bound to this command is held down and this command is active the player will keep on firing the gun." }, "+attack2": { "description": "Secondary attack button." }, "+back": { "description": "When active the player will move backwards." }, "+cl_wp_stats": { "system-generated": true }, "+fire": { "system-generated": true }, "+fire_ar": { "system-generated": true }, "+forward": { "description": "When active the player will move forward." }, "+jump": { "description": "When active the player will do a single jump. The next jump won't be performed until \"-jump\" has been issued." }, "+klook": { "description": "When active, \"+forward\" and \"+back\" become \"+lookup\" and \"+lookdown\" respectively.\nThis command is useful if the player needs to look at objects which are above or below him." }, "+left": { "description": "When active the player will turn left." }, "+lookdown": { "description": "When active the player will look down." }, "+lookup": { "description": "When active the player will look up." }, "+mlook": { "description": "When active moving the mouse or joystick forwards and backwards performs \"+lookup\" and \"+lookdown\" respectively.\nThis command is very useful if the player needs to look at objects which are above or below him.\nMost players execute this command and never remove it. This way they can use the keyboard to move the player forward and back and strafe left and right, while using the mouse to turn the player left and right and to make him look up and down.\nIn order to have this command set permanently you will have to create a file called autoexec.cfg in the qw/ directory and put in the line \"+mlook\" into that file.\nBy doing this the game will automatically execute the autoexec.cfg file and it will also active that command.\nAlmost every player uses this command nowadays, because the combination of using mouse and keyboard is widely considered the best." }, "+movedown": { "description": "When active the player will swim down when in the water." }, "+moveleft": { "description": "When active the player will strafe left." }, "+moveright": { "description": "When active the player will strafe right." }, "+moveup": { "description": "When active the player will swim up when in the water." }, "+qtv_delay": { "system-generated": true }, "+right": { "description": "When active the player will turn right." }, "+showscores": { "description": "Display scoreboard." }, "+showteamscores": { "description": "Display team scoreboard." }, "+speed": { "description": "When active the player will run." }, "+strafe": { "description": "When active, \"+left\" and \"+right\" function like \"+moveleft\" and \"+moveright\", strafing in that direction." }, "+use": { "description": "When used it will activate objects in the game that have been designed to react at \"+use\"" }, "+voip": { "system-generated": true }, "+zoom": { "system-generated": true }, "-attack": { "description": "When used the player will stop firing the gun if \"+attack\" is active." }, "-attack2": { "description": "Secondary attack button." }, "-back": { "description": "When used the player will stop moving back if \"+back\" is active." }, "-cl_wp_stats": { "system-generated": true }, "-fire": { "system-generated": true }, "-fire_ar": { "system-generated": true }, "-forward": { "description": "When used the player will stop moving forward if \"+forward\" is active." }, "-jump": { "description": "When used the player will stop jumping if \"+jump\" is active." }, "-klook": { "description": "When used the forward and back keys will stop making the player look up and down if \"+klook\" is active." }, "-left": { "description": "When used the player will stop turning left if \"+left\" is active." }, "-lookdown": { "description": "When used the player will stop looking down if \"+lookdown\" is active." }, "-lookup": { "description": "When used the player will stop looking up if \"+lookup\" is active." }, "-mlook": { "description": "When used the mouse forward and back movement will stop making the player look up and down if \"+mlook\" is active." }, "-movedown": { "description": "When used the player will stop moving down if \"+movedown\" is active." }, "-moveleft": { "description": "When used the player will stop moving left if \"+moveleft\" is active." }, "-moveright": { "description": "When used the player will stop moving right if \"+moveright\" is active." }, "-moveup": { "description": "When used the player will stop moving up if \"+moveup\" is active." }, "-qtv_delay": { "system-generated": true }, "-right": { "description": "When used the player will stop turning right if \"+right\" is active." }, "-showscores": { "description": "When used the score screen will disappear if +showscores is active." }, "-showteamscores": { "description": "When used the score screen will disappear if +showteamscores is active." }, "-speed": { "description": "When used the player will walk." }, "-strafe": { "description": "When used the turn left and turn right keys will once again perform their original functions." }, "-use": { "description": "When used it will stop activating objects in the game that have been designed to react at \"+use\"." }, "-voip": { "system-generated": true }, "-zoom": { "system-generated": true }, "acc_block": { "system-generated": true }, "acc_create": { "system-generated": true }, "acc_list": { "system-generated": true }, "acc_remove": { "system-generated": true }, "acc_unblock": { "system-generated": true }, "addip": { "description": "Add a single IP or a domain of IPs to the IP list of the server.\nVery useful for banning people or for specifying which IPs only have access to the server.\n\nExamples:\naddip 123.123.123.123\naddip 123.123.123", "syntax": "" }, "addloc": { "arguments": [ { "description": "The name of the loc.", "name": "locname" } ], "description": "Adds a new loc with the specified name at current location.", "syntax": "\"locname\"" }, "addserver": { "description": "Server Browser: This allows you to add a server to the UNBOUND source.\nThis can be used to quickly bookmark servers." }, "alias": { "description": "Used to create a reference to a command or list of commands.\nWhen used without parameters, displays all current aliases.", "remarks": "Enclose multiple commands within quotes and separate each command with a semi-colon." }, "alias_in": { "arguments": [ { "description": "Alias to be changed", "name": "alias" }, { "description": "Variable whose value is inserted into alias", "name": "variable" }, { "description": "Bitmask:\n0 - insert from left\n1 - from right side\n2 - check in advance whether a string being inserted already exists in alias\n4 - print an error message if the inserted string is already present in the alias\n8 - automatically create an alias if it doesn't exist yet", "name": "options" } ], "description": "Inserts contents of variable into alias.", "syntax": " []" }, "alias_out": { "system-generated": true }, "aliasedit": { "description": "Allows you to edit your alias in console manually.", "syntax": "" }, "aliaslist": { "arguments": [ { "description": "Prints only [regexp] matching aliases", "name": "[regexp]" } ], "description": "Prints all aliases.", "syntax": "[regexp]" }, "align": { "system-generated": true }, "allskins": { "description": "Downloads all skins that is currently in use.\nUseful for refreshing skins without exiting the level." }, "authenticate": { "system-generated": true }, "autotrack": { "description": "Toggles auto-tracking.\nAuto-tracking switches views for you when you are a spectator or when you are watching a demo or a broadcasted QTV match.\nIt chooses the best available autotrack - if you are spectator, looks for server-side command autotrack, if you are watching a demo or QTV stream, turns on both demo_autotrack and mvd_autotrack, mvd_autotrack will get turned off as soon as demo_autotrack data are found.\nAs a last resort if all previous autotrack are not available, cl_hightrack will be used." }, "bar_armor": { "description": "HUD element that displays a bar representing your amount of armor." }, "bar_health": { "description": "HUD element that displays a bar representing your amount of health." }, "batteryinfo": { "system-generated": true }, "bf": { "description": "This command shows a background screen flash that is the same one that is produced when the player picked up an item in the game.\nThis command basically serves no useful function except when people want to use it in scripts to give the user some visual feedback when an aliases is used for example." }, "bind": { "description": "This command binds one or several commands to a key.\nTo bind multiple commands to a key, enclose the commands in double-quotes (\") and separate them with semicolons (;)." }, "bindlist": { "description": "Prints all binds." }, "bindedit": { "description": "Allows you to edit your bind in the console.", "syntax": "" }, "calc_fov": { "arguments": [ { "description": "The old wide aspect FOV used in v2.x", "name": "old_fov" } ], "description": "Converts (ezq2) wide aspect FOV to new FOV." }, "calendar": { "description": "Same as \"date\" but also shows a small calendar of the month. Nice :)" }, "cam_angles": { "arguments": [ { "description": "", "name": "pitch" }, { "description": "", "name": "yaw" } ], "description": "Set new camera angles.", "syntax": " or cam_angles \"pitch yaw\"" }, "cam_pos": { "arguments": [ { "description": "X coordinate", "name": "x" }, { "description": "Y coordinate", "name": "y" }, { "description": "Z coordinate", "name": "z" } ], "description": "Set new camera position.", "syntax": " or cam_pos \"x y z" }, "cancel": { "system-generated": true }, "cd": { "description": "cd play 5 plays cd track #5", "remarks": "You need -cdaudio to use this command." }, "centerview": { "description": "Centers the player's view ahead after +lookup or +lookdown." }, "cfg_load": { "description": "This will do a cfg_reset and then execute filename.cfg (ezquake/configs).", "syntax": "" }, "cfg_reset": { "description": "This command will unbind all keys, delete all aliases, msg_triggers, reset all plus commands, teamplay settings and reset all variables.\nUser made variables (created with set/seta) are deleted.\nAfter resetting all the above, it executes default.cfg and then autoexec.cfg." }, "cfg_save": { "description": "This command will dump all aliases, bindings, plus commands, msg_triggers, teamplay settings and variables to filename.cfg .\nUser made variables (created with set/seta) are saved as well.", "remarks": "Configs saved with cfg_save are saved in quake/ezquake/configs/*.cfg", "syntax": "" }, "check_maps": { "system-generated": true }, "cl_messages": { "description": "Prints amount and size of messages sent from server to ezQuake client." }, "clear": { "description": "This command clears the console screen of any text." }, "clearlocs": { "description": "Clear all currently loaded locs." }, "cmd": { "description": "Sends a command directly to the server." }, "cmdlist": { "description": "Prints a list of all available commands into the console." }, "cmdlist_re": { "description": "This command same as cmdlist, but supports (perl) regexp matching." }, "color": { "description": "This command sets the color for the player's shirt and pants.", "remarks": "If only the shirt color is given, the pant color will match." }, "connect": { "arguments": [ { "description": "IP address of a QuakeWorld server.", "name": "address" } ], "description": "Connects your client to a QuakeWorld server.", "syntax": "
" }, "connectbr": { "description": "Connects to given server via fastest available path (ping-wise)." }, "cuff": { "system-generated": true }, "cvar_in": { "system-generated": true }, "cvar_out": { "system-generated": true }, "cvar_reset": { "description": "Resets the cvar to default.\n\nExample:\ncvar_reset topcolor\n - sets topcolor to default.", "syntax": "" }, "cvar_reset_re": { "description": "Resets cvar(s) matching the regex to default.\n\nExample:\ncvar_reset ^gl_.*\n- resets all gl_ settings to default values.", "syntax": "[regex]" }, "cvaredit": { "system-generated": true }, "cvarlist": { "description": "Print cvars." }, "cvarlist_re": { "description": "This command same as cvarlist, but supports (perl) regexp matching." }, "date": { "description": "Shows current time, date, month and year." }, "demo_capture": { "arguments": [ { "description": "Tells the client to start capturing.", "name": "start" }, { "description": "Duration of the capture, in seconds.\nCan be float value. Must be positive. Required argument.", "name": "time" }, { "description": "An .avi file is saved instead of screenshots. See demo_capture_codec.", "name": "avifile" }, { "description": "Stop the capture manually before