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

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