more cleanup

This commit is contained in:
Safariminer 2025-09-19 11:59:31 -04:00
parent c6267745f4
commit 68a8f607e9
42 changed files with 84 additions and 456 deletions

View File

@ -1,6 +1,8 @@
# mpfw
## focusing on complete id control
## Getting the engine running
## Supported file types
- BSP29 (Quake maps)

View File

@ -1 +1,55 @@
# Minimal files
# Minimal files
Here is the minimal file structure, provided in the gameenv folder, which is necessary for allowing a game to run on MPFW.
## Startup script
The startup script, ``./data/cfg/startup.cfg``, is used to run commands at start up. It is simply a text file that contains a list of commands that are executed on startup.
Omitting this file will cause the game to crash upon trying to load the startup script.
## Roboto Mono
The engine uses Roboto Mono, as do the official id Tech engines and Kex derivatives thereof, for the in-game dropdown console. It is stored under ``./data/fonts/RobotoMono/`` as separate TrueType files and should follow a structure similar to this.
```
./data/fonts/RobotoMono/LICENSE"TXT
./data/fonts/RobotoMono/RobotoMono-Bold.ttf
./data/fonts/RobotoMono/RobotoMono-BoldItalic.ttf
./data/fonts/RobotoMono/RobotoMono-ExtraLight.ttf
./data/fonts/RobotoMono/RobotoMono-ExtraLightItalic.ttf
./data/fonts/RobotoMono/RobotoMono-Italic.ttf
./data/fonts/RobotoMono/RobotoMono-Light.ttf
./data/fonts/RobotoMono/RobotoMono-LightItalic.ttf
./data/fonts/RobotoMono/RobotoMono-Medium.ttf
./data/fonts/RobotoMono/RobotoMono-MediumItalic.ttf
./data/fonts/RobotoMono/RobotoMono-Regular.ttf
./data/fonts/RobotoMono/RobotoMono-SemiBold.ttf
./data/fonts/RobotoMono/RobotoMono-SemiBoldItalic.ttf
./data/fonts/RobotoMono/RobotoMono-Thin.ttf
./data/fonts/RobotoMono/RobotoMono-ThinItalic.ttf
```
As of now, MPFW only loads ``RobotoMono-Regular.ttf``, but this behavior may change later.
Omitting these fonts will cause the game to default back to raylib's default font for console rendering.
# Console variable defaults container
The console variable defaults container, ``./data/sys/cvardefs.cvars``, contains a list of default flags related to engine behavior on rendering and collision.
It's written in this format, which has the variable name, then a space, then a boolean value, then a line break:
```
math_3d_floor_collision_work false
math_3d_collision_work false
vid_2d_background false
vid_3d_renderer true
vid_3d_grid false
vid_3d_cull_sky false
vid_3d_cull_clips true
vid_3d_cull_triggers true
```
Omitting this file will cause the game to crash upon trying to load it on startup.
# Quake Palette
The Quake palette, ``./data/palette.lmp``, is a color palette related to the way the first Quake game loads textures within its engine, which are paletted images stored within the map's BSP file.
Omitting this file will cause the game to crash upon trying to load a map.

View File

@ -1,61 +0,0 @@
#pragma once
#include <iostream>
#include <vector>
namespace MPFW {
namespace Backends {
namespace Video {
namespace Agnostic {
struct Color {
unsigned char r, g, b, a;
};
struct Picture {
std::vector<Color> data;
int width, height;
};
struct Vertex2D {
float x, y;
};
struct Vertex3D {
float x, y, z;
};
struct Vertex4D {
float x, y, z, w;
};
struct Triangle {
Vertex3D a, b, c;
};
struct TexturedTriangle {
Triangle tri;
int textureId;
};
}
struct ContextParameters {
std::string name;
int width, height, desiredFps;
};
// note: backend inputs should ALWAYS be in quake coords
// note 2: backends should ideally implement all functions.
class BackEnd {
public:
virtual void Create(ContextParameters param) = 0;
virtual int BE_LoadFont(std::string path) = 0;
virtual void BE_DrawText(int fontId, std::string text, int x, int y, int fontSize) = 0;
virtual int BE_LoadTexture(Agnostic::Picture pic) = 0;
virtual void BE_UnloadTexture(int picId) = 0;
virtual void BE_DrawColorTriangle(Agnostic::Triangle tri, Agnostic::Color col) = 0;
virtual void BE_DrawTexturedTriangle(Agnostic::TexturedTriangle tri) = 0;
virtual void BE_ImGui_Begin() = 0;
virtual void BE_ImGui_End() = 0;
};
}
}
}

View File

@ -1,41 +0,0 @@
#include "MPFW_Backend_raylib.h"
#include <raylib.h>
#include <vector>
std::vector<Font> _fonts_RL;
void BackEnd_Raylib::Create(MPFW::Backends::Video::ContextParameters param)
{
InitWindow(param.width, param.height, param.name.c_str());
SetTargetFPS(param.desiredFps);
}
int BackEnd_Raylib::BE_LoadFont(std::string path)
{
_fonts_RL.push_back(LoadFontEx(path.c_str(), 360, 0, 4000));
return _fonts_RL.size() - 1;
}
void BackEnd_Raylib::BE_DrawText(int fontId, std::string text, int x, int y, int fontSize)
{
DrawTextEx(_fonts_RL[fontId], text.c_str(), { (float)x,(float)y }, fontSize, 0, WHITE);
}
int BackEnd_Raylib::BE_LoadTexture(MPFW::Backends::Video::Agnostic::Picture pic)
{
Image i;
i.data = malloc(pic.width * pic.height * 4);
i.width = pic.width;
i.height = pic.height;
std::memcpy(i.data, pic.data.data(), pic.data.size()*4);
i.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
Texture t = LoadTextureFromImage(i);
free(i.data);
return t.id;
}

View File

@ -1,22 +0,0 @@
#pragma once
#include "MPFW_BackendDefinition.h"
class BackEnd_Raylib : public MPFW::Backends::Video::BackEnd {
public:
void Create(MPFW::Backends::Video::ContextParameters param);
int BE_LoadFont(std::string path);
void BE_DrawText(int fontId, std::string text, int x, int y, int fontSize);
int BE_LoadTexture(MPFW::Backends::Video::Agnostic::Picture pic);
void BE_UnloadTexture(int picId);
void BE_DrawColorTriangle(MPFW::Backends::Video::Agnostic::Triangle tri, MPFW::Backends::Video::Agnostic::Color col);
void BE_DrawTexturedTriangle(MPFW::Backends::Video::Agnostic::TexturedTriangle tri);
void BE_ImGui_Begin();
void BE_ImGui_End();
void BE_StartFrame();
void BE_EndFrame();
};

View File

@ -131,10 +131,10 @@ MPFW::Console::CommandHandler::CommandHandler(CommandHandlerResources* c)
#pragma region
// System commands are defined manually à la Jason Thor Hall™
// but that's to make absolutely f*cking sure that these
// System commands are defined manually
// but that's to make absolutely sure that these
// elemental commands work. less important commands will be
// defined with a definition instantiator or some random shit
// defined with a definition instantiator or some random stuff
CommandID mpfwSet = { MPFW, "set" };
CommandID quakeSet = { QUAKE, "set" };

10
mpfw/MPFW_Scripting.h Normal file
View File

@ -0,0 +1,10 @@
#pragma once
namespace MPFW {
namespace Scripting {
}
}

View File

@ -122,32 +122,3 @@ float MPFW::Utils::Strings::StringIndexToFloat_4b_le(std::string originalString,
return retval;
}
std::basic_string<MPFW::Utils::Geometry::Triangle2D> MPFW::Utils::Geometry::TesselateVertexString(VertexString vs)
{
std::basic_string<Triangle2D> retval;
/*GLUtesselator* tess = gluNewTess();
gluTessBeginPolygon(tess, 0);
for (int i = 0; i < vs.size(); i++) {
GLdouble* coords;
coords[0] = static_cast<double>(vs[i].x);
coords[1] = 0;
coords[2] = static_cast<double>(vs[i].y);
gluTessVertex(tess, coords, coords);
}
gluTessEndPolygon(tess);
gluDeleteTess(tess);
*/
throw;
return retval;
}

View File

@ -11,8 +11,6 @@ namespace MPFW {
float a, b, c;
};
using VertexString = std::basic_string<Vertex2D>;
std::basic_string<Triangle2D> TesselateVertexString(VertexString vs);
}
namespace Strings {
bool IterativeComp(std::string originalString, int startPointer, std::string toCompare);

View File

@ -96,13 +96,17 @@ BoundingBox GenerateBoundingBoxPolygon(std::vector<Vector3> poly) {
return retval;
}
// because quake can't normalize vectors like a civilized piece of software
// because quake can't normalize vectors like a civilized piece of software
// see zweek's video on airstrafing
struct qNVec {
Vector3 vectorReturn;
float distance;
};
// this, as it does in quake, normalizes the vector and returns the length
// difference here being that whereas quake returns the length and modifies
// the vector through its pointer directly, here there exists a struct that
// contains both at the same time. because I appreciate being civilised.
qNVec qNormalize(Vector3 v) {
qNVec retval;
retval.vectorReturn = Vector3Normalize(v);
@ -202,13 +206,14 @@ int main() {
map.collMap = &collisionMap;
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
// set window to be resizable because that's always neat
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
InitWindow(1280, 720, TextFormat("mpfw"));
InitWindow(1920, 1080, TextFormat("mpfw"));
SetTargetFPS(60);
SetExitKey(0);
DisableCursor();
ToggleFullscreen();
MPFW::UI::UIRenderer uiRenderer;
MPFW::Console::CommandHandlerResources chr;

View File

@ -148,7 +148,6 @@
<ClCompile Include="..\deps\include\rlImGui.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="MPFW_Atlasing.cpp" />
<ClCompile Include="MPFW_Backend_raylib.cpp" />
<ClCompile Include="MPFW_Console.cpp" />
<ClCompile Include="MPFW_HL.cpp" />
<ClCompile Include="MPFW_Net.cpp" />
@ -159,14 +158,13 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="MPFW_Atlasing.h" />
<ClInclude Include="MPFW_BackendDefinition.h" />
<ClInclude Include="MPFW_Backend_raylib.h" />
<ClInclude Include="MPFW_Console.h" />
<ClInclude Include="MPFW_HL.h" />
<ClInclude Include="MPFW_MPFWMF.h" />
<ClInclude Include="MPFW_Net.h" />
<ClInclude Include="MPFW_Physics.h" />
<ClInclude Include="MPFW_Quake.h" />
<ClInclude Include="MPFW_Scripting.h" />
<ClInclude Include="MPFW_UI.h" />
<ClInclude Include="MPFW_Utils.h" />
</ItemGroup>

View File

@ -63,9 +63,6 @@
<ClCompile Include="MPFW_Net.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="MPFW_Backend_raylib.cpp">
<Filter>Backends</Filter>
</ClCompile>
<ClCompile Include="MPFW_Physics.cpp">
<Filter>Source Files</Filter>
</ClCompile>
@ -95,17 +92,14 @@
<ClInclude Include="MPFW_Net.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="MPFW_BackendDefinition.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="MPFW_Backend_raylib.h">
<Filter>Backends</Filter>
</ClInclude>
<ClInclude Include="MPFW_Physics.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="MPFW_Atlasing.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="MPFW_Scripting.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -1,5 +0,0 @@
echo "MPFW Quake Tech Demo"
echo "Test Startup Script"
mode 1
map "data/maps/mpfwstart.bsp"

View File

@ -1,91 +0,0 @@
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -1,58 +0,0 @@
{
"classname" "worldspawn"
"mapversion" "220"
"wad" "c:/program files (x86)/steam/steamapps/common/Quake/Id1/quake.wad;E:/mpfw/gameenv/data/textures/TexturesForAuthoring.wad;E:/mpfw/techdemo/data/textures/1ktextures.wad"
"_generator" "J.A.C.K. 1.1.3773 Freeware (vpQuake)"
{
( 256 -256 160 ) ( 256 -256 0 ) ( 256 256 160 ) BRICKS101 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 288 256 160 ) ( 288 256 0 ) ( 288 -256 160 ) BRICKS101 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 256 256 160 ) ( 256 256 0 ) ( 288 256 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 288 -256 160 ) ( 288 -256 0 ) ( 256 -256 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 256 256 0 ) ( 256 -256 0 ) ( 288 256 0 ) BRICKS101 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
( 288 -256 160 ) ( 256 -256 160 ) ( 288 256 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
}
{
( -288 -256 160 ) ( -288 -256 0 ) ( -288 256 160 ) C1A0_WX [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 160 ) ( -256 256 0 ) ( -256 -256 160 ) BRICKS101 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( -288 256 160 ) ( -288 256 0 ) ( -256 256 160 ) C1A0_WX [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 160 ) ( -256 -256 0 ) ( -288 -256 160 ) C1A0_WX [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -288 256 0 ) ( -288 -256 0 ) ( -256 256 0 ) C1A0_WX [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( -256 -256 160 ) ( -288 -256 160 ) ( -256 256 160 ) C1A0_WX [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
}
{
( -256 256 160 ) ( -256 256 0 ) ( -256 288 160 ) C1A0_WX [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 288 160 ) ( 256 288 0 ) ( 256 256 160 ) C1A0_WX [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 288 160 ) ( -256 288 0 ) ( 256 288 160 ) C1A0_WX [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 256 160 ) ( 256 256 0 ) ( -256 256 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( -256 288 0 ) ( -256 256 0 ) ( 256 288 0 ) C1A0_WX [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 256 256 160 ) ( -256 256 160 ) ( 256 288 160 ) C1A0_WX [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
}
{
( 256 -256 160 ) ( 256 -256 0 ) ( 256 -288 160 ) BRICKS101 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( -256 -288 160 ) ( -256 -288 0 ) ( -256 -256 160 ) BRICKS101 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 256 -288 160 ) ( 256 -288 0 ) ( -256 -288 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( -256 -256 160 ) ( -256 -256 0 ) ( 256 -256 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 256 -288 160 ) ( -256 -288 160 ) ( 256 -256 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
( -256 -256 0 ) ( -256 -288 0 ) ( 256 -256 0 ) BRICKS101 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
}
{
( -256 -256 192 ) ( -256 -256 160 ) ( -256 256 192 ) WOOD006 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 256 256 192 ) ( 256 256 160 ) ( 256 -256 192 ) WOOD006 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( -256 256 192 ) ( -256 256 160 ) ( 256 256 192 ) WOOD006 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 256 -256 192 ) ( 256 -256 160 ) ( -256 -256 192 ) WOOD006 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( -256 256 160 ) ( -256 -256 160 ) ( 256 256 160 ) WOOD006 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
( 256 -256 192 ) ( -256 -256 192 ) ( 256 256 192 ) WOOD006 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
}
{
( -256 -256 0 ) ( -256 -256 -32 ) ( -256 256 0 ) ASPHALT025C [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 256 0 ) ( 256 256 -32 ) ( 256 -256 0 ) ASPHALT025C [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 0 ) ( -256 256 -32 ) ( 256 256 0 ) ASPHALT025C [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 -256 0 ) ( 256 -256 -32 ) ( -256 -256 0 ) ASPHALT025C [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 -32 ) ( -256 -256 -32 ) ( 256 256 -32 ) ASPHALT025C [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 256 -256 0 ) ( -256 -256 0 ) ( 256 256 0 ) TILES129B [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
}
}
{
"classname" "info_player_start"
"origin" "-192 0 0"
}

View File

@ -1,58 +0,0 @@
{
"classname" "worldspawn"
"mapversion" "220"
"wad" "c:/program files (x86)/steam/steamapps/common/Quake/Id1/quake.wad;E:/mpfw/gameenv/data/textures/TexturesForAuthoring.wad;E:/mpfw/techdemo/data/textures/1ktextures.wad"
"_generator" "J.A.C.K. 1.1.3773 Freeware (vpQuake)"
{
( 256 -256 160 ) ( 256 -256 0 ) ( 256 256 160 ) BRICKS101 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 288 256 160 ) ( 288 256 0 ) ( 288 -256 160 ) BRICKS101 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 256 256 160 ) ( 256 256 0 ) ( 288 256 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 288 -256 160 ) ( 288 -256 0 ) ( 256 -256 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 256 256 0 ) ( 256 -256 0 ) ( 288 256 0 ) BRICKS101 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
( 288 -256 160 ) ( 256 -256 160 ) ( 288 256 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
}
{
( -288 -256 160 ) ( -288 -256 0 ) ( -288 256 160 ) C1A0_WX [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 160 ) ( -256 256 0 ) ( -256 -256 160 ) BRICKS101 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( -288 256 160 ) ( -288 256 0 ) ( -256 256 160 ) C1A0_WX [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 -256 160 ) ( -256 -256 0 ) ( -288 -256 160 ) C1A0_WX [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -288 256 0 ) ( -288 -256 0 ) ( -256 256 0 ) C1A0_WX [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( -256 -256 160 ) ( -288 -256 160 ) ( -256 256 160 ) C1A0_WX [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
}
{
( -256 256 160 ) ( -256 256 0 ) ( -256 288 160 ) C1A0_WX [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 288 160 ) ( 256 288 0 ) ( 256 256 160 ) C1A0_WX [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 288 160 ) ( -256 288 0 ) ( 256 288 160 ) C1A0_WX [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 256 160 ) ( 256 256 0 ) ( -256 256 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( -256 288 0 ) ( -256 256 0 ) ( 256 288 0 ) C1A0_WX [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 256 256 160 ) ( -256 256 160 ) ( 256 288 160 ) C1A0_WX [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
}
{
( 256 -256 160 ) ( 256 -256 0 ) ( 256 -288 160 ) BRICKS101 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( -256 -288 160 ) ( -256 -288 0 ) ( -256 -256 160 ) BRICKS101 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 256 -288 160 ) ( 256 -288 0 ) ( -256 -288 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( -256 -256 160 ) ( -256 -256 0 ) ( 256 -256 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 256 -288 160 ) ( -256 -288 160 ) ( 256 -256 160 ) BRICKS101 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
( -256 -256 0 ) ( -256 -288 0 ) ( 256 -256 0 ) BRICKS101 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
}
{
( -256 -256 192 ) ( -256 -256 160 ) ( -256 256 192 ) WOOD006 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 256 256 192 ) ( 256 256 160 ) ( 256 -256 192 ) WOOD006 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( -256 256 192 ) ( -256 256 160 ) ( 256 256 192 ) WOOD006 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( 256 -256 192 ) ( 256 -256 160 ) ( -256 -256 192 ) WOOD006 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 0.062 0.062
( -256 256 160 ) ( -256 -256 160 ) ( 256 256 160 ) WOOD006 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
( 256 -256 192 ) ( -256 -256 192 ) ( 256 256 192 ) WOOD006 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
}
{
( -256 -256 0 ) ( -256 -256 -32 ) ( -256 256 0 ) ASPHALT025C [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 256 0 ) ( 256 256 -32 ) ( 256 -256 0 ) ASPHALT025C [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 0 ) ( -256 256 -32 ) ( 256 256 0 ) ASPHALT025C [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 256 -256 0 ) ( 256 -256 -32 ) ( -256 -256 0 ) ASPHALT025C [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -256 256 -32 ) ( -256 -256 -32 ) ( 256 256 -32 ) ASPHALT025C [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 256 -256 0 ) ( -256 -256 0 ) ( 256 256 0 ) TILES129B [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 0.062 0.062
}
}
{
"classname" "info_player_start"
"origin" "-192 0 0"
}

Binary file not shown.

View File

@ -1,9 +0,0 @@
{
"classname" "worldspawn"
"sounds" "1"
"worldtype" "0"
"origin" "0 0 0"
"mapversion" "220"
"wad" "c:/program files (x86)/steam/steamapps/common/Quake/Id1/quake.wad;E:/mpfw/gameenv/data/textures/TexturesForAuthoring.wad"
"_generator" "J.A.C.K. 1.1.3773 Freeware (vpQuake)"
}

View File

@ -1,24 +0,0 @@
<!-- Test window for MPFW IMGUI impl -->
<window>
<title>Test Window</title>
<menubar>
<menu>
<title>File</title>
<item>
<title>Load Test Map</title>
<command mode="1">map "data/maps/testmpfw.bsp"</command>
</item>
<item>
<title>Quit game</title>
<command mode="0">quit</command>
</item>
</menu>
<menu>
<title>E1M1</title>
<item>
<title>Play</title>
<command mode="1">map "data/maps/fullquake/e1m1.bsp"</command>
</item>
</menu>
</menubar>
</window>

View File

@ -1,24 +0,0 @@
<!-- Test window for MPFW IMGUI impl -->
<window>
<title>Test Window 2</title>
<menubar>
<menu>
<title>File</title>
<item>
<title>Load Test Map</title>
<command mode="1">map "data/maps/testmpfw.bsp"</command>
</item>
<item>
<title>Quit game</title>
<command mode="0">quit</command>
</item>
</menu>
<menu>
<title>E1M2</title>
<item>
<title>Play</title>
<command mode="1">map "data/maps/fullquake/e1m2.bsp"</command>
</item>
</menu>
</menubar>
</window>

Binary file not shown.

View File

@ -1,3 +0,0 @@
<collparam>
</collparam>

View File

@ -1,8 +0,0 @@
math_3d_floor_collision_work true
math_3d_collision_work true
vid_2d_background false
vid_3d_renderer true
vid_3d_grid false
vid_3d_cull_sky false
vid_3d_cull_clips true
vid_3d_cull_triggers true