The project is hosted at: https://github.com/raynorpat
Report bugs here: https://github.com/raynorpat/xreal/issues
Uses code from the ioquake3 project
A short summary of the file layout:
Directory | Description |
---|---|
XreaL/base/ | XreaL media directory ( models, textures, sounds, maps, etc. ) |
XreaL/code/ | XreaL source code ( renderer, game code, OS layer, etc. ) |
XreaL/code/tools/xmap | map compiler ( .map -> .bsp ) (based on q3map) |
XreaL/code/tools/xmap2 | map compiler ( .map -> .bsp ) (based on q3map2) |
XreaL/code/tools/xmaster | master server |
XreaL/code/tools/gtkradiant | GtkRadiant map editor |
XreaL/tools/gtkradiant/ | XreaL configured GtkRadiant editor work dir |
XreaL/tools/blender/ | Blender plugins for ase, md3, and md5 models |
See docs/COPYING.txt for all the legal stuff.
This project's git repository can be cloned with the following instruction set:
git clone https://github.com/raynorpat/xreal.git
NOTE: THIS IS REALLY OUTDATED......
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Download and install the Visual C++ 2008 Express Edition.
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Download libSDL from http://libsdl.org/release/SDL-devel-1.2.13-VC8.zip and extract it to C:\libSDL-1.2.13.
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Download and install the OpenAL SDK from http://www.openal.org.
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Download libcURL from http://curl.hoxt.com/download/libcurl-7.15.5-win32-msvc.zip and extract it to C:\libcURL
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Download and install Gtk+ 2.10.11 development environment from http://gladewin32.sourceforge.net/.
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Download http://xreal.varcache.org/STLport-5.1.5.7z and extract it to XreaL/code/.
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Download http://oss.sgi.com/projects/ogl-sample/ABI/glext.h and copy it to C:\Program Files\Microsoft SDKs\Windows\v6.0A\Include\gl.
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Add necessary include Directories in VC9 under Tools -> Options... -> Project and Solutions -> VC++ Directories: example: C:\libSDL-1.2.13\include C:\Program Files\OpenAL 1.1 SDK\include C:\libcURL\include C:\GTK\include C:\GTK\include\libxml2 C:\GTK\include\glib-2.0 C:\GTK\lib\glib-2.0\include C:\GTK\include\gtk-2.0 C:\GTK\lib\gtk-2.0\include C:\GTK\include\cairo C:\GTK\include\pango-1.0 C:\GTK\include\atk-1.0 C:\GTK\include\gtkglext-1.0 C:\GTK\lib\gtkglext-1.0\include
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Add necessary lib Directories in VC9 under Tools -> Options... -> Project and Solutions -> VC++ Directories: example: C:\libSDL-1.2.13\lib C:\Program Files\OpenAL 1.1 SDK\lib\Win32 C:\libcURL C:\GTK\lib
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Use the VC9 solutions to compile what you need: XreaL/code/xreal.sln XreaL/code/gtkradiant/GtkRadiant.sln XreaL/code/xmap/xmap.sln
You need the following dependencies in order to compile XreaL with all features:
- SDL >= 1.2
- FreeType >= 2.3.5
- OpenAL >= 0.0.8
- libcURL >= 7.15.5
- GTK+ >= 2.4.0
- gtkglext >= 1.0.0
- libxml2 >= 2.0.0
- zlib >= 1.2.0
- cmake >= 2.8
mkdir build && cd build && cmake .. && make
- Install MacPorts
- Install XQuartz
- Install dependencies with MacPorts:
sudo port install dylibbundler pkgconfig gtkglext cmake libsdl
- Use cmake to produce XCode project files
You can enable redirected downloads on your server by using the 'sets' command to put the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads is set to 1.
sv_dlURL is the base of the URL that contains your custom .pk3 files the client will append both fs_game and the filename to the end of this value. For example, if you have sv_dlURL set to "http://xreal.sourceforge.net/", fs_game is "base", and the client is missing "test.pk3", it will attempt to download from the URL "http://xreal.sourceforge.net/base/test.pk3"
sv_allowDownload's value is now a bitmask made up of the following flags:
- 1 : ENABLE
- 2 : do not use HTTP/FTP downloads
- 4 : do not use UDP downloads
- 8 : do not ask the client to disconnect when using HTTP/FTP
Server operators who are concerned about potential "leeching" from their HTTP servers from other XreaL servers can make use of the HTTP_REFERER that XreaL sets which is "XreaL://{SERVER_IP}:{SERVER_PORT}". For, example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads on the clients side assuming XreaL was compiled with USE_CURL=1. Like sv_allowDownload, cl_allowDownload also uses a bitmask value supporting the following flags:
- 1 : ENABLE
- 2 : do not use HTTP/FTP downloads
- 4 : do not use UDP downloads
On Windows, all user specific files such as autogenerated configuration, demos, videos, screenshots, and autodownloaded pk3s are now saved in a directory specific to the user who is running XreaL.
On NT-based systems such as Windows XP, this is usually a directory named: "C:\Documents and Settings%USERNAME%\Application Data\XreaL"
On Windows Vista, this would be: "C:\Users%USERNAME%\Application Data\XreaL"
Windows 95, Windows 98, and Windows ME will use a directory like: "C:\Windows\Application Data\XreaL" in single-user mode, or: "C:\Windows\Profiles%USERNAME%\Application Data\XreaL" if multiple logins have been enabled.
You can revert to the old single-user behaviour by setting the fs_homepath cvar to the directory where XreaL is installed. For example: xreal.exe +set fs_homepath "c:\xreal" Note that this cvar MUST be set as a command line parameter.