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Giel van Schijndel d659136496 * move audio_id.[ch] to lib/sound (because the soundlib depends on it, and libraries shouldn't depend on the main source, i.e. src/)
* further remove audio_GetIDFromStr from src/aud.c and rename audioID_GetIDFromStr (from audio_id.c) to audio_GetIDFromStr
  * also changed calling method of audio_GetIDFromStr, now it returns its retrieved value (ID index number) rather than writing it in a pointer given as parameter

PS MSVC project might be broken, I don't have it so can't check nor fix it

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1288 4a71c877-e1ca-e34f-864e-861f7616d084
2007-03-27 18:59:03 +00:00
autopackage Port of r1114 (buildsystem/installation improvements) 2007-02-15 15:36:25 +00:00
data * Fix bug #8758 (misspelling of "Thermal Amour") changed this to the correct US spelling ("Thermal Armor") for consistency's sake rather than the correct UK spelling ("Thermal Armour") 2007-03-20 11:33:32 +00:00
debian set executable bit on debian/rules (special make script for the creation of debian packages) 2007-03-18 15:01:38 +00:00
lib * move audio_id.[ch] to lib/sound (because the soundlib depends on it, and libraries shouldn't depend on the main source, i.e. src/) 2007-03-27 18:59:03 +00:00
m4 Updates and debugging style change 2006-06-29 11:27:14 +00:00
macosx Minor fix to MacOS X application bundle script 2006-08-28 17:15:12 +00:00
makerules Adapt raw Makefiles to r1164 2007-02-23 17:27:33 +00:00
nsis * fix to deal with command line inconsistencies between the Windows and GNU/Linux version of NSIS' makensis utility 2007-02-16 14:48:34 +00:00
src * move audio_id.[ch] to lib/sound (because the soundlib depends on it, and libraries shouldn't depend on the main source, i.e. src/) 2007-03-27 18:59:03 +00:00
tools Set executable bit, makes running the script a bit easier. 2007-03-21 00:39:11 +00:00
win32 Backport of r1176 (exceptionhandler for MSVC) 2007-02-24 20:53:19 +00:00
AUTHORS - Finally Win98 compatible again! 2007-01-21 18:15:18 +00:00
COMPILE Fix typos in COMPILE and remove outdated COMPILE.html (feel free to add it back after you fixed it) 2006-11-26 10:44:21 +00:00
COPYING Create final repository structure. 2007-06-28 17:47:08 +00:00
COPYING.README License clarification about original data files. 2006-11-19 17:32:15 +00:00
ChangeLog configure.ac: 2007-03-07 12:33:13 +00:00
Doxyfile Changed/unified namings. 2006-08-23 17:48:47 +00:00
Makefile.am Add --icondir and --applicationdir switches for finer control over installation. 2007-02-26 20:10:51 +00:00
Makefile.raw Fix raw Makefiles 2006-12-28 11:47:58 +00:00
README Update the README and patch by Watermelon: Projectile Fix 7 2006-12-29 19:02:41 +00:00
TODO - Remove all references to DBP0() 2006-08-31 20:14:21 +00:00
autogen.sh Reorder the CFLAGS assembly. Most flags are now added first 2007-03-04 22:28:20 +00:00
configure.ac Fix broken --enable-xxx 2007-03-15 20:18:28 +00:00
wscript Temporary workaround for the NULLDROID issue (bug#8723). Incl. asserts so debug builds can investigate. 2007-03-15 18:55:31 +00:00

README

Warzone 2100 by Warzone Resurrection Project


0) Welcome back !

Warzone 2100 was an innovative 3D real-time strategy game back in 1999, and most
will agree it didn't enjoy the commercial success it should have had. The game's
source code was liberated on December 6th, 2004, under a GPL license (see
COPYING in this directory for details). Soon after that, the Warzone 2100 ReDev
project was formed to take care of its future.

Our goal is to make warzone run on all possible platforms. Therefore, we
stripped the original code of all proprietary technologies and replaced them
with cross-platform and free equivalents, like OpenGL, OpenAL, etc... Right
now, Warzone 2100 works very well on Windows and GNU/Linux, and we have even
heard of it running on BSD with no particular issue.

What you get here is the early product of our collective work. We're not pros,
we just like the game, so bear with us, and feel free to join us if you think
you can do better. We can be found at :
http://wz2100.net/
You'll have most chances to find us in the development section.


1) Command-line options.

Once the game is installed (see INSTALL in this directory), you can run it by
changing to its directory and typing './warzone'. Here's a few of the most
common command line options :
	--fullscreen : runs in a full-screen window
	--window : runs in a window
	--resolution WIDTHxHEIGHT : runs at WIDTH times HEIGHT resolution, replace WIDTH
		and HEIGHT with your dimensions of choice. Beware, though,
		as it needs to be a resolution supported by your X server.

Note that you do need to type the dash in front of the option, like this :
		./warzone --fullscreen --viewport 1280x960
(this is my prefered mode).

The fullscreen/window modes and the resolution are stored, so they only need to
be specified once, or when you want to change them. So,
		./warzone
will start in fullscreen and in 1280x960 because this is what I specified just
before (remember ?).

For more commandline options see: http://wz2100.net/wiki/user:command_line_options

If you are on Linux and using X11, you can dynamically switch between windowed
mode and fullscreen using ALT+ENTER at any time.


2) Configuration

When you start Warzone 2100 for the first time, a '.warzone2100' directory
is created in your home directory. A certain number of files are also created in
it, the most important being the one called 'config'. In case you are upgrading
from a previous version and experience problems, try and remove this
'~/.warzone2100/config' file.


3) Music

As the original game music is part of the data that was not liberated, we are
reintroducing music, but in a different way. We use a playlist system that can
point to any ogg or mp3 file in you filesystem. This is still experimental, and
we are gradually making this more useable.

The following playlists are read, in this order, and only the first playlist
found is used :
- ~/.warzone2100/music/music.wpl
- <whereverwarzoneisinstalled>/music/music.wpl

Playlist example :

--------------------------------------------------------------------------------
[game]
path=.
shuffle=yes
neos_aurore.ogg
neos_chocolat.ogg
neos_down.ogg
neos_esperance.ogg
neos_indy.ogg

[menu]
path=.
neos_symphonie_du_vide.ogg
--------------------------------------------------------------------------------

In this example, there are 6 songs played in random order while playing a game,
and one song only when going around in the menu.

"shuffle=yes" specifies you want the songs for a given category (game or menu)
to be played in random order. If you want it for both categories, you need to
specify it in both of them.

"path" can be anything you wish. If it's ".", the path is the directory where
the playlist is found. If no path is set, all filenames must be given with
absolute path. All filenames must be lowercase.

ogg and mp3 files are supported (provided all necessary libs are installed).

                                                    The Warzone Resurrection Project