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update README.md
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fgsfdsfgs committed Feb 24, 2018
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5 changes: 4 additions & 1 deletion README.md
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Expand Up @@ -27,9 +27,11 @@ You can create issues for anything that is not listed here.
* button->key and joystick axis mappings are hardcoded;
* deadzones are hardcoded and there's no analog rescaling.
* Game:
* apparently after enough mapchanges the engine runs out of memory and dies a horrible death, but this is unconfirmed;
* saving/loading and map transitions via changelevel need extensive testing;
* HLSDK is statically linked into the engine executable, so there's no easy way to change/port mods.
* Misc:
* -fno-short-enums generates billions of warnings and is probably not safe to use, but it seems to work fine, so ignore them for now;
* code quality is absolute ass, there's ifdefs everywhere, will have to either remove them and make a standalone port or add Vita as a platform properly;
* heap size might be too small, but increasing it to 192 makes it crash on startup;
* file I/O is slow as shit, investigate;
Expand All @@ -47,7 +49,8 @@ Run `make` in this directory. This should produce a VPK.
2. Copy the `build/data` directory to `ux0:/` on your Vita. Replace everything if asked.
3. Delete everything from `valve/cl_dlls` and `valve/dlls`.
4. Install the VPK obtained after building the port.
5. Run it. The console log is saved to `ux0:/data/xash3d/engine.log`.
5. Run it.
Selecting the "Dev Mode" icon enables advanced logging and debug features, so use that for debugging. The log will be saved to `ux0:/data/xash3d/engine.log`.

## Credits
- Uncle Mike & co for Xash3D and FWGS team for Xash3D-FWGS;
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2 changes: 1 addition & 1 deletion build/data/xash3d/valve/config.cfg
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Expand Up @@ -20,7 +20,7 @@ cl_himodels "0"
cl_laddermode "2"
cl_lc "0"
cl_lightstyle_lerping "0"
cl_lw "0"
cl_lw "1"
cl_maxoutpacket "0"
cl_maxpacket "40000"
cl_nopred "0"
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