The Wastes you say, huh? Definately I'll try it, thanks. I'll sure post it here.
Would it be possible to add a new "game" profile with the same options of The Wastes?
Because I'd suggest to create a "General modern game" profile with just the "game" folder as game folder and a neutral icon(I'd do it for you in no time, if you need it), so, people like me could use it to make non-quake games.
I personally just use:iqm,tga,particles,dynamiclight_add,and a single .bsp hull of 6 walls as map.
Spike wrote:I probably also ought to go through and change the NOFOOs to FOOs instead, and all sorts of other cleanups, but gah.
Yeah, I noticed everywhere #ifndef CLIENTONLY...
Yesterday I really tried to understand how engine works, which parts are called at start, but it's for me very difficult because of my poor C skills.
I *guess* it starts with WinMain() that calls Host_Init(),but then Host_Init call R_SetRenderer with argument to NULL and then I lost the way home!
I really really would like to contribute and to make a super light build of FTE with just client( and no net protocols at all),opengl, iqm, tga and an already bsp hull created by code at startup (I did it in quakec but not in the engine) but for now it's too difficult for me
Spike wrote:side note: building a server using only a client is a little folly.
That's what Max_Salivan said. I never said I compile the server. That would be absurd, I agree.
Infact, I use make gl-rel FTE_TARGET=win32 -j 8. That's it.
PS:Since you're here, I sent you a pm some day ago to say that latest modification you made (v5221) to add dynamiclight_spawnstatic ruined dynamiclight_add func. Now dynamic lights flicker every frame.
Sorry to bother you