On Sun, 29 Nov 2009 at 17:43:42 +0000, Simon McVittie wrote: > One caveat is that when I tried rsync'ing the "mod SDK" into the openarena > source package (which is upstream's "engine" tarball), I got differences in > some files that are common to the engine and the QVMs (the "mod SDK" and the > engine were both, independently, forked from ioQuake3). This is also something > that'll need further analysis.
Where I say "only needed in the engine" below, it was verified by inserting a
#error at the top of the version included in the "mod SDK" :-)
Summary of differences between engine /code and "mod SDK" /code:
* code/botlib/*.c are only needed in the engine; some of *.h are needed, but
they're not modified
* code/qcommon/*.[ch] aren't needed for the "mod SDK", apart from:
- q_platform.h (not patched)
- q_shared.h (will need reconciling)
+ mod SDK forces a standalone build; looks harmless to apply to engine
+ Q_isanumber and Q_isintegral added in the engine; looks harmless
- q_shared.c (will need reconciling)
+ Q_isanumber and Q_isintegral added in the engine; looks harmless
- q_math.c (not patched)
* code/client/*.[ch] is only needed in the engine, so it can be ignored,
except:
- keycodes.h (not patched)
* code/renderer/*.[ch] is only needed in the engine, except:
- tr_types.h (not patched)
* code/ui/ui_shared.h needs patching
+ it just bumps NUM_CROSSHAIRS to 99, which looks harmless
So, pasting the mod SDK into the engine and building it natively seems
feasible.
S
signature.asc
Description: Digital signature

