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en:games:star_trek_-_voyager_eliteforce [2020-05-23-00-18]
7saturn [Mods]
en:games:star_trek_-_voyager_eliteforce [2020-12-24-17-47]
7saturn [Game Info]
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   * [[https://www.moddb.com/games/star-trek-voyager-elite-force/addons/map-package-for-ef-classic-mobile-infanterie|Mappack for Mobile Infanterie]]   * [[https://www.moddb.com/games/star-trek-voyager-elite-force/addons/map-package-for-ef-classic-mobile-infanterie|Mappack for Mobile Infanterie]]
   * [[https://maps.mobile-infanterie.de/|Maps for Mobile Infanterie]] (map-repo for direct and cURL downloads)   * [[https://maps.mobile-infanterie.de/|Maps for Mobile Infanterie]] (map-repo for direct and cURL downloads)
-  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_win32_x86_2019-12-30.7z|Lilium Voyager Version 1.40, Win32, x86]] +  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_win32_x86_2020-05-22.7z|Lilium Voyager Version 1.40, Win32, x86]] 
-  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_win32_x64_2019-12-30.7z|Lilium Voyager Version 1.40, Win32, x64]] +  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_win32_x64_2020-05-22.7z|Lilium Voyager Version 1.40, Win32, x64]] 
-  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_linux_x86_2019-12-30.7z|Lilium Voyager Version 1.40, Linux, x86]] +  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_linux_x86_2020-05-22.7z|Lilium Voyager Version 1.40, Linux, x86]] 
-  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_linux_x64_2019-12-30.7z|Lilium Voyager Version 1.40, Linux, x64]] +  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_linux_x64_2020-05-22.7z|Lilium Voyager Version 1.40, Linux, x64]] 
-  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_macos_x64_2019-12-30.7z|Lilium Voyager Version 1.40, MacOS, x64]]+  * [[https://www.mobile-infanterie.de/lilium-voyager/lilium_voyager_1_40_macos_x64_2020-05-22.7z|Lilium Voyager Version 1.40, MacOS, x64]]
   * [[https://www.moddb.com/mods/ioef|ioEF 1.37 (Thilo's Elite Force Patch)]]   * [[https://www.moddb.com/mods/ioef|ioEF 1.37 (Thilo's Elite Force Patch)]]
   * [[https://stvef.org/cmod.php|cMod]]   * [[https://stvef.org/cmod.php|cMod]]
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   * Team Deathmatch (TDM)   * Team Deathmatch (TDM)
 With the addon or version 1.2 of the game, further modes of the multiplayer were added to the basic game: With the addon or version 1.2 of the game, further modes of the multiplayer were added to the basic game:
-  * Elimination: Players fragged for the rest of the round (much like [[Counter-Strike]]). +  * Elimination: Players fragged are out for the rest of the round (much like [[Counter-Strike]]). 
-  * Specialties: Each player plays a specific class that has specific advantages and disadvantages. There are no items on the maps. The infiltrator, for example, always has [[#speedboots]], but only the [[#Phaser]]. His special ability is to [[#emergency transporter|transport]] away, once. Or the technician has an [[#Arc Welder]] and a force field at his disposal. There are the following six classes:+  * Specialties: Each player plays a specific class that has specific advantages and disadvantages. There are no items on the maps. The infiltrator, for example, always has [[star_trek_-_voyager_elite_force_weapons_and_items#Speedboots]], but only the [[star_trek_-_voyager_elite_force_weapons_and_items#Phaser]]. His special ability is to [[star_trek_-_voyager_elite_force_weapons_and_items#emergency transporter|transport]] away, once. Or the technician has an [[star_trek_-_voyager_elite_force_weapons_and_items#Arc Welder]] and a force field at his disposal. There are the following six classes:
     * Infiltrator     * Infiltrator
     * Sniper     * Sniper
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   * [[https://www.youtube.com/watch?v=rjuuhqwWFKo&list=PL7GvZV4nKhES9syV5vj9iglfyFKyv6Jfv|Let's Play of the campaign]]   * [[https://www.youtube.com/watch?v=rjuuhqwWFKo&list=PL7GvZV4nKhES9syV5vj9iglfyFKyv6Jfv|Let's Play of the campaign]]
  
-The game is based on the [[Quake 3 Arena]] engine, which means that many of the things said here also apply to Quake 3 Arena. It also works the other way around. The game itself is divided into the single player and the "Holomatch", i.e. the multiplayer. Everything that is written here applies primarily to the Holomatch. However, most of the commands and settings can be applied to both equally, or have an effect on both (e.g. the [[#Adjust brightness|brightness settings]]). +The game is based on the [[Quake 3 Arena]] engine, which means that many of the things said here also apply to Quake 3 Arena. It also works the other way around. The game itself is divided into the single player and the "Holomatch", i.e. the multiplayer. Everything that is written here applies primarily to the Holomatch. However, most of the commands and settings can be applied to both equally, or have an effect on both (e.g. the [[star_trek_-_voyager_elite_force_settings#Adjust brightness|brightness settings]]). 
- +===== Purchasing ===== 
-The game was released by Activision on September 14, 2000, but after some disputes with Paramount (represented by Viacom) they returned the license for Star Trek games in general. For this reason, Eliteforce and the other Star Trek games from Activision are no longer retailed. Therefore the game is not available at [[https://www.gog.com/|GOG]] or other retailers. Thus, only the used trade remains, e.g. via [[https://www.ebay.com|eBay]] or [[https://www.amazon.com|Amazon Market Place]].+The game was released by Activision on September 14, 2000. After a [[en:games:star_trek_games#sales|law suit]] Star Trek games from Activision will no longer be distributed. Therefore the game is not available at [[https://www.gog.com/|GOG]] or other retailers. Thus, only the second hand market remains, e.g. via [[https://www.ebay.com|eBay]] or [[https://www.amazon.com|Amazon Market Place]].
 ===== System requirements ===== ===== System requirements =====
 ==== Minimum system requirements ==== ==== Minimum system requirements ====
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 ==== Graphics Problems with ATI/AMD Graphics Cards on New Systems ==== ==== Graphics Problems with ATI/AMD Graphics Cards on New Systems ====
 The OpenGL implementation of AMD graphics cards often causes problems with old games. There is apparently a workaround that is described [[https://fdossena.com/?p=stvef/i.md|here]]. The OpenGL implementation of AMD graphics cards often causes problems with old games. There is apparently a workaround that is described [[https://fdossena.com/?p=stvef/i.md|here]].
-==== Location of the config files/mods/maps ==== +===== Troubleshooting ===== 
-Even though it may be a bit confusing at the beginning, there is not only one place where the settings for the game are stored. With a standard installation from CD, without mods or newer versions than 1.2, the files are located under ''baseEF'' in the EF games folder or in the corresponding folders of the mods in the games directory. For the mod Pinball for example, instead of the subfolder ''baseEF'' this is the folder ''pinball''. With the binaries of ioEF or Lilium Voyager things look different again. Because here (as it should have been for the original version of Raven) the files are stored in the user directory. This has the advantage that every user can have his own configuration and installed mods, maps, models, etc. and no user needs write access to the game directory.+  * Reboot your Computer and try again 
 +  * Remove all Mods/Maps/Skins and try again 
 +  * Remove/rename your config file (see sections [[#Location of the config files/mods/maps]] and [[#Name of the Configuration Files]]) 
 +  * Rename the game executable to quake3 or quake3.exe 
 +  * Make sure you have the latest Graphics Drivers installed 
 +  * Un-Install and install the Game again in a different Folder 
 +  * Enable Vertical Sync/V-Sync/Monitor Sync in Video/Advanced Settings 
 +  * Disable Antialiasing in Video/Advanced Settings 
 +  * Disable OpenGL Extensions in Video/Advanced Settings 
 +  * [For Laptops] Change the Powersaving Options of your Graphics in the Energy Options of Windows 
 +  * Change the Powersaving Options of your Processor in the Energy Options of Windows
  
-=== Standard EF up to Win Vista === +Your CPU should not go under 75% to provide smooth gaming experience
- +===== Replacement Binaries/Newer Versions of EF ===== 
-The game stores its data inside the installation folder, as is described above, differentiatet by the mod folder. The worst case scenario is an NTFS file system with prevents the game from saving the settings at all. +After the Quake 3 engine became open source, some people started patching Quake 3 and adding features. A certain Thilo Schulz also used this opportunity to write patches based on it for EF. 
- + A brief outline of practical changes:
-=== Standard EF from Win 7 on === +
- +
-When placing the game inside the folder ''Program Files'' or ''Program files (x86)'' of your Windows drive, it can occur, that for the above mentioned reasons you cannot save settings inside the EF folder. For this situation the so-called Virtual Store functionality was introduced. It may help with that. Windows redirects writing access to the folder ''%UserProfile%\AppData\Local\VirtualStore''. So for  standard EF the settings may lie in folder ''%UserProfile%\AppData\Local\VirtualStore\name of your EF base folder\''+
-=== Lilium Voyager === +
- +
-The settings on the three major systems, Windows, Linux and MacOS, are stored here: +
- +
-  * Linux: ''~/.local/share/lilium-voyager/baseEF'', +
-  * Windows: ''%appdata%\Lilium Voyager\baseEF''  and +
-  * MacOS: ''~/Library/Application Support/Lilium Voyager/baseEF'' +
- +
-or in the corresponding mod folders. +
- +
-=== cMod — return to old behavior === +
-cMod tries to behave in similar fashion as original EF 1.2, meaning, it stores the config in the game folder. It does //not// store the config in the ''baseEF'' folder and the configuration file is called ''cmod.cfg''. So depending on the circumstances, it might also be, that this file is saved in another location, as is described in section [[#Standard EF from Win 7 on]]+
-=== ioEF (Thilo Schulz' version) ==+
-For this version the location is very similar in its structure as was described in section [[#lilium_voyager|Lilium Voyager]] above: +
- +
-  * Linux: ''~/.stvef/''''baseEF'', +
-  * Windows: ''%appdata%\STVEF\baseEF''  and +
-  * MacOS: ''~/Library/Application Support/STVEF/baseEF'' +
-However, the directory exists only after a first start of ioEF 1.34 or higher. +
-=== Custom location === +
-On ioQuake derived versions (Lilium Voyager, cMod, ioEF) there is also the possibility to explicitly tell the game, where to look for and place player's data. This is done by setting the variable ''fs_homepath'' during server or client start. For example +
- +
-''./liliumvoyhm.x86_64 +set fs_homepath ~/my_ef_folder'' +
- +
-makes the game look for data in the folder ''my_ef_folder'' in the current user's home folder (for Linux systems). This way it is possible, to kind of have multiple EF installations separately, e. g. with different (incompatible) mods active while actually having it installed just once. Files present inside the games installation folder, e. g. ''*.pk3'' files, are always found. So for running different mods with the same installation it is advisable, to strictly separate the configurations and mod files in different folders, whil having only the basic game with only its original files inside the installation folder. +
- +
-==== ioEF ==== +
-After the Quake 3 engine became open source, some people started patching Quake 3 and adding features. A certain Thilo Schulz also used this opportunity to write patches based on it for EF. (Today it's better to use [[#Lilium Voyager]] or [[#cMod]] right away, simply because that's where the work that Thilo has invested, is being continued.) A brief outline of practical changes:+
  
   * EF also for Linux   * EF also for Linux
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   * Settings are now in the user folder, not in the game folder (so each player have his own settings on the PC)   * Settings are now in the user folder, not in the game folder (so each player have his own settings on the PC)
   * With ''ALT'' + ''TAB'' you can switch from the game to some other application and back.   * With ''ALT'' + ''TAB'' you can switch from the game to some other application and back.
- +  * Even back then already some security bugs were known and fixed. See also [[https://www.cvedetails.com/vulnerability-list/vendor_id-111/product_id-766/Id-Software-Quake-3-Arena.html]] and [[https://www.cvedetails.com/vulnerability-list/vendor_id-111/product_id-4759/version_id-20745/Id-Software-Quake-3-Engine-.html]]. So al least **for a server operator it is strongly recommended not to use the original EF 1.2 version** as it includes some well known security issues. 
-See also [[#pak92.pk3]].+==== ioEF ==== 
 +So to say the very first incarnation of ioQuake3 based EF versions. It already contained many improvements but is not maintained any more today. Today it's better to use [[#Lilium Voyager]] or [[#cMod]] right away, simply because that's where the work that Thilo has invested, is being continued but more recent problems are fixed as well. See also [[#pak92.pk3]].
  
 [[http://beer-garden.n5net.com/2011/02/09/interview-thilo-schulz-ef-1-37-patch-author-ioq3-maintainer/|Here]] is also a short interview with Thilo. [[http://beer-garden.n5net.com/2011/02/09/interview-thilo-schulz-ef-1-37-patch-author-ioq3-maintainer/|Here]] is also a short interview with Thilo.
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 The mod in version 1.37 can still be found on [[https://www.moddb.com/mods/ioef|ModDB]], although there was a newer version 1.38 as a release candidate available at one time. The mod in version 1.37 can still be found on [[https://www.moddb.com/mods/ioef|ModDB]], although there was a newer version 1.38 as a release candidate available at one time.
 ==== Lilium Voyager ==== ==== Lilium Voyager ====
-=== What's that? === 
 Since Thilo has stopped maintaining his EF patches at some point, there are no newer versions of him than the 1.38 RC 1. And even this one is no longer to be found on his former pages. His work is continued by Zack Middleton in the form of the project "Lilium Voyager". It has the advantage, that many security bugs are fixed (especially interesting, if you are running an internet server) and adds some new features, including accelerated map downloads and [[#IPv6]] connectivity. Since Thilo has stopped maintaining his EF patches at some point, there are no newer versions of him than the 1.38 RC 1. And even this one is no longer to be found on his former pages. His work is continued by Zack Middleton in the form of the project "Lilium Voyager". It has the advantage, that many security bugs are fixed (especially interesting, if you are running an internet server) and adds some new features, including accelerated map downloads and [[#IPv6]] connectivity.
-=== Where to get it === +=== Where to get compiled binaries === 
-The source files can be found [[https://github.com/zturtleman/lilium-voyager|here]]. You can also find them precompiled in the [[#Downloads]] above.+The source files can be found [[https://github.com/zturtleman/lilium-voyager|here]]. You can also find them precompiled in the [[#Downloads]] above. Older versions are available [[https://www.mobile-infanterie.de/lilium-voyager/older_versions/|here]]. 
 +=== Building Lilium Voyager === 
 +As written above, only the source files are published. You have to compile the executables ("binaries") yourself. How this works for Quake 3 and derived games (32 and 64 bit, different platforms) is described in article [[Building Lilium Voyager]]. 
 +==== cMod ==== 
 +There is another variation of EF based on ioQuake3 source, the cMod. At this point, some more information should be added here. The original resources can be found [[https://stvef.org/cmod.php|here]]. According to the maintainer of the project, Noah "Chomenor" Metzger, the goal is not so much in a conservative direction as is with Lilium Voyager. So there are more experimental features included.
  
-=== Building it yourself === +Especially arguable is the decision to once again save config and downloaded files to the game's folder. Original ioQuake3 was patched to store this kind of data inside the home folder of the user under which it is run. This of course also goes for running servers. This makes totally sense in terms of security and multi user usability. However the original EF was based on an earlier version of ID Tech's engine, which stored all this data inside the game folder as well. At least under Windows 7 and above, both ways can be combined by placing EF's folder inside the ''Programs (x86)'' folder and not giving writing access to the game's folder, which in turn will make Windows treat EF as legacy software. Thus, making all saves being stored in the home folder again. But this is not the goal of this change. 
-As written aboveonly the source files are publishedYou have to compile the executables ("binaries"yourselfHow this works for Quake 3 and derived games (32 and 64 bitdifferent platforms) is described below.+==== vitaVoyager ==== 
 +Apparently there is also a fork of Lilium Voyager for the [[https://en.wikipedia.org/wiki/PlayStation_Vita|Playstation Vita]]. Up to this pointthere is not much information to go on, except for the source of this information: [[https://wololo.net/talk/viewtopic.php?t=49863#p424868]]. 
 +===== Location of the config files/mods/maps ===== 
 +==== Standard Location ==== 
 +Even though it may be a bit confusing in the beginning, there is not only one place where the settings for the game are storedWith a standard installation from CD, without mods or newer versions than 1.2, the files are located under ''baseEF'' in the EF games folder or in the corresponding folders of the mods in the games directory. For the mod Pinball for example, instead of the subfolder ''baseEF'' this is the folder ''pinball''. The worst case scenario here is an NTFS file system which prevents the game from saving the settings at all. With the binaries of ioEF or Lilium Voyager things look different again. Because here (as it should have been for the original version of Raven) the files are stored in the user directory. This has the advantage that every user can have his own configuration and installed mods, maps, models, etc. and no user needs write access to the game directory. The following list considers the main mod, ''baseEF'' to be the target of the savings. For other mod names change the ''baseEF'' part into the name of the folder the mod requires. 
 +^ OS ^ EF 1.2 and older ^ Lilium Voyager ^ cMod ^ ioEF ^ 
 +| Windows up to Win Vista | Game folder | ''%appdata%\Lilium Voyager\baseEF'' | Game folder | ''%appdata%\STVEF\baseEF''
 +| Windows from Win 7 on | ''%UserProfile%\AppData\Local\VirtualStore\<nowiki><name of your EF game folder></nowiki>\'' (only when stored in folders ''Program Files'' or ''Program files (x86)'' of your Windows drive) | ''%appdata%\Lilium Voyager\baseEF'' | Game folder | ''%appdata%\STVEF\baseEF''
 +| Linux | untested (requires Wine) | ''~/.local/share/lilium-voyager/baseEF'' | Game folder or ''~/.stvef/'' (if no write access to game folder) | ''~/.stvef/baseEF''
 +| MacOS | untested | ''~/Library/Application Support/Lilium Voyager/baseEF'' | Game folder | ''~/Library/Application Support/STVEF/baseEF''
 +==== Custom location ==== 
 +On ioQuake derived versions (Lilium VoyagercMod, ioEFthere is also the possibility to explicitly tell the game, where to look for and place player's data. This is done by setting the variable ''fs_homepath'' during server or client startFor example
  
-For the source files of Lilium Voyager please use [[https://github.com/zturtleman/lilium-voyager|these sources]]. The git URL is ''https://github.com/zturtleman/lilium-voyager.git''+''./liliumvoyhm.x86_64 +set fs_homepath ~/my_ef_folder''
-== Linux == +
-On Linux it is possible to build for both variations, x86 and amd64. It is also possible to cross compile for Windows (32 and 64 bit), see next section for that. To compile on Linux you require the following prerequisites installed:+
  
-  * ''git'' (versioning tooland +makes the game look for data in the folder ''my_ef_folder'' in the current user's home folder (for Linux systems). This way it is possible, to kind of have multiple EF installations separately, e. g. with different (incompatible) mods active while actually having it installed just once. Files present inside the games installation folder, e. g. ''*.pk3'' files, are always found as well. So for running different mods with the same installation it is advisable, to strictly separate the configurations and mod files in different folders, while having only the basic game with only its original files inside the installation folder. 
-  * ''libsdl2-dev'' (SDL 2 development package).+===== Name of the Configuration Files ===== 
 +^ EF Variation ^ Holomatch Config ^ Singleplayer Config ^ 
 +| Vanilla | hmconfig.cfg | efconfig.cfg | 
 +| ioEF | hmconfig.cfg | 
 +| Lilium Voyager | hmconfig.cfg | - | 
 +| cMod | cmod.cfg | - | 
 +==== cMod Config File Renamed ==== 
 +cMod tries to behave in a similar fashion as original EF 1.2, meaning, it stores the config and downloaded files in the game folder. It does //not// store the config in the ''baseEF'' folder and the configuration file is called ''cmod.cfg''. So depending on the circumstances, it might also be, that this file is saved in another location, as is described for Standard EF from Win 7 on.
  
-Once you have installed these packages, you can start with cloning the git repository on the console, containing the EF sources, like this: 
- 
-''git clone https://github.com/zturtleman/lilium-voyager.git'' 
- 
-It will download the new source files to a newly created folder ''lilium-voyager''. Switch to it and run ''make''. This will build EF for your own platform. The resulting binaries will be placed inside the subfolder ''build'', e. g. for an AMD 64 architecture the folder ''release-linux-x86_64'' will be created. From there you only need the following four files: 
- 
-  * ''liliumvoyded.x86_64'' (dedicated server binary, used to set up a server), 
-  * ''liliumvoyhm_renderer_opengl1_x86_64.so'' (graphics library), 
-  * ''liliumvoyhm_renderer_opengl2_x86_64.so'' (graphics library), 
-  * ''liliumvoyhm.x86_64'' (client binary, used to play on a server). 
- 
-If you want to update an already existing Lilium Voyager folder, just run ''git pull'' for updating the source repository and run ''make clean'' (removing files created during earlier run) and afterwards ''make'' to run the compilation process again. 
- 
-If you want to create binaries for another architecture than you own (e. g. compile x86 binaries on an amd64 system), you can specify this with the ''ARCH'' property. For the former example the command would be 
- 
-''make ARCH=x86''. 
- 
-So what ''make'' actually does on an amd64 system is the same as ''make ARCH=x86_64''. 
- 
-== Cross compile for Windows via Linux == 
-For cross-compiling from Linux to Windows the MingW environment is necessary. Use something like ''sudo apt-get install mingw-w64'' for x64 or ''sudo apt-get install mingw'' for x86 Linux (here: for Debian & derived distributions...) to install it. Then run the compilation process like this: 
- 
-''make PLATFORM=mingw32 ARCH=x86_64'' (64 bit) or 
- 
-''make PLATFORM=mingw32 ARCH=x86'' (32 bit). 
-== MacOS == 
-You will need to run the bash on MacOS and also install git. Check out the source files from the git repository as described for Linux. Then run the following command: 
- 
-''./make-macosx.sh x86_64''. 
- 
-As MacOS today only comes as 64 bit version, this should be all you need. From the results in the build directory, you will only need the following elements: 
- 
-  * ''Lilium Voyager.app'' (Quick starter for the game) or 
-  * ''liliumvoyded.x86_64'' (for setting up a dedicated server), 
-  * ''liliumvoyhm_renderer_opengl1_x86_64.dylib'' (graphics library), 
-  * ''liliumvoyhm_renderer_opengl2_x86_64.dylib'' (graphics library), 
-  * ''liliumvoyhm.x86_64'' (game binary) and 
-  * ''libSDL2-2.0.0.dylib'' (SDL library). 
- 
-If you're running Mac OS 10.6.x and have the Mac OS 10.5 developer SDK you can make a universal binary for ppc, x86, and x86_64 that is compatible with OS X 10.5 or later Mac OS versions. 
- 
-  * Remove the build directory if you previously built ioq3 using make, because it defaults to 10.7 compatibility. 
-* Run ''./make-macosx-ub.sh'' 
- 
-If you're running Mac OS 10.7 or newer you can build a x86 / x86_64 universal binary that is compatible with 10.7 or later. (Not particularly useful since all Mac OS 10.7 and later are x86_64.) 
- 
-  * Run ''make ARCH=x86'' or 
-  * ''make ARCH=x86_64'' and 
-  * run ''./make-macosx-app.sh release''. 
-== Windows - msys2 == 
-**64-Bit Binaries** 
- 
-To build 64-bit binaries, follow these instructions: 
- 
-  - Ordered List ItemInstall msys2 from https://msys2.github.io/ , following the instructions there. It doesn't matter which version you download, just get one appropriate for your OS. 
-  - Start "MSYS2 MinGW 64-bit" from the Start Menu. 
-  - Install mingw-w64-x86_64: ''pacman -S mingw-w64-x86_64-gcc'' 
-  - Install make: ''pacman -S make'' 
-  - Grab latest ioq3 source code from github. Use git, or just grab https://github.com/ioquake/ioq3/archive/master.zip and unzip it somewhere. 
-  - Change directory to where you put the source and run make. Note that in msys2, your drives are linked as folders in the root directory: C:\ is /c/, D:\ is /d/, and so on: 
-<code>cd /c/ioq3 
-make ARCH=x86_64</code> 
-  - Find the executables and dlls in ''build/release-mingw64-x86_64''. 
-**32-Bit Binaries** 
- 
-To build 32-bit binaries, follow these instructions: 
-  - Install msys2 from https://msys2.github.io/, following the instructions there. It doesn't matter which version you download, just get one appropriate for your OS. 
-  - Start "MSYS2 MinGW 32-bit" from the Start Menu. 
-  - Install mingw-w64-i686-gcc: ''pacman -S mingw-w64-i686-gcc'' 
-  - Install make from msys: ''pacman -S make'' 
-  - Grab latest ioq3 source code from github Use git, or just grab https://github.com/ioquake/ioq3/archive/master.zip and unzip it somewhere. 
-  - Change directory to where you put the source and run make. Note that in msys2, your drives are linked as folders in the root directory: C:\ is /c/, D:\ is /d/, and so on. 
-<code>cd /c/ioq3 
-make ARCH=x86 WINDRES="windres -F pe-i386"</code> 
-  - Find the executables and dlls in build/release-mingw32-x86 .  
-== Windows - cygwin == 
-**1. Install Cygwin** 
- 
-Download the Cygwin setup package from http://cygwin.com/install.html. 
- 
-Choose either the 32-bit or 64-bit environment. 32-bit will work fine on both 32 and 64 bit versions of Windows. The setup program is also your Cygwin environment updater. If you have an existing Cygwin environment, the setup program will, by default, update your existing packages. 
- 
-Choose where you want to install Cygwin. The entire environment is self-contained in it's own folder, but you can also interact with files from outside the environment if you want to as well. The default install path is ''C:\Cygwin''. 
-  - Choose a mirror to download packages from, such as the kernel.org mirrors. 
-  - Choose a "storage area" for your package downloads. 
- 
-**2. Package selection** 
- 
-The next screen you see will be the package selections screen. In the upper left is a search box. This is where you will want to search for the necessary packages. 
- 
-These are the package names you'll want to search for: 
- 
-  * ''mingw64-i686-gcc-core'' (for building 32bit binaries), 
-  * ''mingw64-i686-gcc-g++'' (also for 32bit... C++ support... not required for ioquake3, but useful for compiling other software), 
-  * ''mingw64-x86_64-gcc-core'' (for building 64bit binaries), 
-  * ''mingw64-x86_64-gcc-g++'' (for 64bit, same as above), 
-  * ''make'', 
-  * ''bison'' and 
-  * ''git''. 
- 
-When you search for your packages you'll see category listings. These packages would all be under the "Devel" category. 
- 
-To select a package, change the 'Skip' to the version of the package you want to install. The first click will be the newest version and subsequent clicks will allow you to choose older versions of the package. In our case here, you're probably good choosing the latest and greatest. 
- 
-**3. Install packages** 
- 
-After you have selected your packages, just hit 'Next' in the lower right. Cygwin will automatically add package dependencies. Hit next again to let the install run. Done. 
- 
-The entire environment uses about 1GB of disk space (as opposed to about 6GB for a Visual Studio install). 
- 
-**4. Using Cygwin to check out and build ioquake3** 
- 
-After the install has completed you should have a 'Cygwin Terminal' icon on your Desktop. This is the bash shell for Cygwin, so go ahead and run it. 
- 
-At the command prompt type: ''git clone https://github.com/zturtleman/lilium-voyager.git'' 
- 
-This will download the Lilium Voyager master branch source into a new ''lilium-voyager'' folder. 
- 
-Change to the folder that was created: ''cd lilium-voyager'' 
- 
-You can build EF for 32 or 64 bit Windows by running one of the following 
- 
-  * ''make ARCH=x86'' (32 bit) or 
-  * ''make ARCH=x86_64'' (64 bit). 
- 
-After the build completes the output files will be in the ''build'' folder. The path would be ''C:\Cygwin\home\<nowiki><username></nowiki>\lilium-voyager\build\release-mingw32-arch'' for the default Cygwin install. 
-==== cMod ==== 
-There is another variation of EF based on ioQuake3 source, the cMod. At this point, some more information should be added here. The original resources can be found [[https://stvef.org/cmod.php|here]]. 
 ===== IPv6 ===== ===== IPv6 =====
 If you are hosting a match on a computer with IPv6 address, the game also waits for connections via your IPv6 stack, when using [[#Lilium Voyager]]. If a player decides to connect to that server via IPv6, he has to enter the address in the fashion ''[block1:block2:...:blockn]'' into the specify server fields. Notice the brackets around, they are required. The ''::'' abbreviations are also allowed. If you are hosting a match on a computer with IPv6 address, the game also waits for connections via your IPv6 stack, when using [[#Lilium Voyager]]. If a player decides to connect to that server via IPv6, he has to enter the address in the fashion ''[block1:block2:...:blockn]'' into the specify server fields. Notice the brackets around, they are required. The ''::'' abbreviations are also allowed.
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 {{ :games:ef_hud.jpg?direct |}} {{ :games:ef_hud.jpg?direct |}}
 The individual elements are as follows: The individual elements are as follows:
-    - Carryable item, see also [[#Ultritium Mine]] ff.,+    - Carryable item, see also [[star_trek_-_voyager_elite_force_weapons_and_items#Ultritium Mine]] ff.,
     - Space for active items, several items may be displayed here at the same time,     - Space for active items, several items may be displayed here at the same time,
-    - an active item, see also [[#Passively used items]] ff.,+    - an active item, see also [[star_trek_-_voyager_elite_force_weapons_and_items#Passively used items]] ff.,
     - Remaining time until the item directly to the right loses its effect,     - Remaining time until the item directly to the right loses its effect,
     - Score, here you can find kills, deaths or flag captures,     - Score, here you can find kills, deaths or flag captures,
-    - Remaining ammunition, does not necessarily reflect the remaining number of shots, see also [[#Weapons]],+    - Remaining ammunition, does not necessarily reflect the remaining number of shots, see also [[star_trek_-_voyager_elite_force_weapons_and_items#Weapons]],
     - Health-Bar, can range from 0 (dead) to 300 (slowly reduced to 100),     - Health-Bar, can range from 0 (dead) to 300 (slowly reduced to 100),
     - Shields (can range from 0 (none) to 200 (will be slowly reduced to 100),     - Shields (can range from 0 (none) to 200 (will be slowly reduced to 100),
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 As with all popular games that allow modding, EF offers maps, mods, or models (player skins) created by private individuals. Basically the same applies to all three: Download from the provider, //read the Readme// and act accordingly. If there is no readme or no installation instructions, copy the ''*.pk3'' files into the ''baseEF'' directory of the EF installation. All maps and models, but also most mods, are created as ''*.pk3'' files. A ''*.pk3'' file is basically nothing more than a renamed ''*.zip'' file containing all the data needed to run the map, model, or mod. A few maps need the expansion pack for EF, because otherwise needed textures are missing or the map won't work. After you have copied the files into the proper folders, you should be able to select the maps or models directly in the game. A few maps are an exception, because they are only accessible with the command ''/map <mapname>'' (not in the selection menu). ''<mapname>'' is of course the name of the map you want to load. (This is because there is no map description included. This would be an ''*.arena'' file in the folder ''scripts'', which describes (among other things) which game types are playable with it.) Often you can only tell if mods are used in the game when weapon skins are changed or something similar occurs. As with all popular games that allow modding, EF offers maps, mods, or models (player skins) created by private individuals. Basically the same applies to all three: Download from the provider, //read the Readme// and act accordingly. If there is no readme or no installation instructions, copy the ''*.pk3'' files into the ''baseEF'' directory of the EF installation. All maps and models, but also most mods, are created as ''*.pk3'' files. A ''*.pk3'' file is basically nothing more than a renamed ''*.zip'' file containing all the data needed to run the map, model, or mod. A few maps need the expansion pack for EF, because otherwise needed textures are missing or the map won't work. After you have copied the files into the proper folders, you should be able to select the maps or models directly in the game. A few maps are an exception, because they are only accessible with the command ''/map <mapname>'' (not in the selection menu). ''<mapname>'' is of course the name of the map you want to load. (This is because there is no map description included. This would be an ''*.arena'' file in the folder ''scripts'', which describes (among other things) which game types are playable with it.) Often you can only tell if mods are used in the game when weapon skins are changed or something similar occurs.
 ==== Mods ==== ==== Mods ====
-Mods can enrich the gaming experience considerably, e.g. the pinball mod (the opponent must be shot out of the playing field instead of being fragged). However, some have the problem that the original game can no longer be played. Mods are not to be mistaken for modes, which are built in by default, e.g. the disintegration mode (only [[#Phaser compression rifle]], always on alternative fire mode, but unlimited ammo). Here are some videos about mods for EF 1:+Mods can enrich the gaming experience considerably, e.g. the pinball mod (the opponent must be shot out of the playing field instead of being fragged). However, some have the problem that the original game can no longer be played. Mods are not to be mistaken for modes, which are built in by default, e.g. the disintegration mode (only [[star_trek_-_voyager_elite_force_weapons_and_items#Phaser compression rifle]], always on alternative fire mode, but unlimited ammo). Here are some videos about mods for EF 1:
   * [[https://www.youtube.com/watch?v=OwTN5ylN7dE&index=1&list=PLsuchTlhr9YwVzy_WWqMREMf_u4bOdazd|Let's Play Star Trek: Enterprise - Regeneration]]   * [[https://www.youtube.com/watch?v=OwTN5ylN7dE&index=1&list=PLsuchTlhr9YwVzy_WWqMREMf_u4bOdazd|Let's Play Star Trek: Enterprise - Regeneration]]
   * [[https://www.youtube.com/watch?v=u_ZH_XSqNwY|Asteria Update and Video Testing]]   * [[https://www.youtube.com/watch?v=u_ZH_XSqNwY|Asteria Update and Video Testing]]
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 status status
 </code> </code>
-A slightly extended config could look like this (click to expand)+A slightly extended config could look like this 
-<spoiler>+++++ (click to expand) |
 <code> <code>
 seta sv_hostname  "your server name" seta sv_hostname  "your server name"
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 seta sv_floodProtect 1  seta sv_floodProtect 1 
 </code> </code>
-</spoiler>+++++
 For a mapcycle, as shown in the second example, you have to define manually which map should be loaded after the current one and at restarting the cycle at the end. You can also set the mode for the current map and other settings that should change when changing maps. This way you can switch between CTF and DM, depending on the map. There is one drawback of this method: You really should turn off the voting system. Otherwise, some player may make the server "take another turn", essentially leaving the map cycle. You can continue it, by issuing ''/rcon vstr name'', to continue with the section named ''name''. But especially on dedicated servers running 24/7, the more elegant way is to turn of voting altogether. For a mapcycle, as shown in the second example, you have to define manually which map should be loaded after the current one and at restarting the cycle at the end. You can also set the mode for the current map and other settings that should change when changing maps. This way you can switch between CTF and DM, depending on the map. There is one drawback of this method: You really should turn off the voting system. Otherwise, some player may make the server "take another turn", essentially leaving the map cycle. You can continue it, by issuing ''/rcon vstr name'', to continue with the section named ''name''. But especially on dedicated servers running 24/7, the more elegant way is to turn of voting altogether.
  
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 ==== Masterservers ==== ==== Masterservers ====
 The Eliteforce master server is automatically notified of newly accessible Internet servers as soon as they start. But only if you set the server mode to Internet, e.g. via ''+set dedicated 2'' when starting on the console. With ''+set dedicated 1'' the server is started, but not announced. Clients download the known game server addresses from the master server. In the config files of the client (''hmconfig.cfg'') and server (depending on the name you just gave them), the master servers to be used are set via ''seta sv_master1 <nowiki>"blah"</nowiki>'' to ''sv_master5...''. This works for EF since version 0.28, so actually for all versions. A list of currently available servers is also visible [[https://efservers.online|here]]. The Eliteforce master server is automatically notified of newly accessible Internet servers as soon as they start. But only if you set the server mode to Internet, e.g. via ''+set dedicated 2'' when starting on the console. With ''+set dedicated 1'' the server is started, but not announced. Clients download the known game server addresses from the master server. In the config files of the client (''hmconfig.cfg'') and server (depending on the name you just gave them), the master servers to be used are set via ''seta sv_master1 <nowiki>"blah"</nowiki>'' to ''sv_master5...''. This works for EF since version 0.28, so actually for all versions. A list of currently available servers is also visible [[https://efservers.online|here]].
 +
 +And here is a project that apparently makes it possible to set up a master server (untested!): [[https://github.com/GSIO01/efmaster]]
 === Current Master Servers === === Current Master Servers ===
 Here is a list of the currently running master servers of the community: Here is a list of the currently running master servers of the community:
-  * ''master.stvef.org'' (2019-06-09), IP 74.91.116.133 +  * ''master.stvef.org'' (2020-08-19), IP 74.91.116.133 
-  * ''efmaster.tjps.eu'' (2019-06-09), IP 176.9.53.212 +  * ''efmaster.tjps.eu'' (2020-08-19), IP 176.9.53.212 
-  * ''master.stef1.daggolin.de'' (2019-06-09), IP 185.7.199.7 +  * ''master.stef1.daggolin.de'' (2020-08-19), IP 51.75.78.236 
-  * ''ipv6.tjps.eu'' (2020-03-26), IP 2a01:4f8:150:73c1::3)+  * ''ipv6.tjps.eu'' (2020-08-19), IP 2a01:4f8:150:73c1::3)
 These should be entered in both, the server and client configs. To set up your own master server, [[https://sourceforge.net/projects/lasange-system/?source=navbar|this project]] could be helpful. But under Debian Stretch x64 I could not compile the code, apparently because of a problem that was already known in 2007. The default port for this is 27953 UDP. Alternatively, [[https://github.com/ouned/rplmaster|this project]] could be usable for EF. In order to check whether a master server is at all responsive/available, it may be helpful to use [[https://sourceforge.net/projects/qstat/|this tool]]. The command is then ''qstat -efm <servernameorip>''. These should be entered in both, the server and client configs. To set up your own master server, [[https://sourceforge.net/projects/lasange-system/?source=navbar|this project]] could be helpful. But under Debian Stretch x64 I could not compile the code, apparently because of a problem that was already known in 2007. The default port for this is 27953 UDP. Alternatively, [[https://github.com/ouned/rplmaster|this project]] could be usable for EF. In order to check whether a master server is at all responsive/available, it may be helpful to use [[https://sourceforge.net/projects/qstat/|this tool]]. The command is then ''qstat -efm <servernameorip>''.
 === Former Master Servers === === Former Master Servers ===
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 === The Protocol Behind it === === The Protocol Behind it ===
-The protocol is largely identical to that of [[Quake III Arena]]. However, there are some minor changes.+The protocol is largely identical to that of [[Quake Arena]]. However, there are some minor changes.
  
 In the following, server communication strings are shown that all start with four times 0xff, the character queue ''ÿÿÿÿ''. If the reader gets this character queue wrong (actually looks like four ''y'' with dots on top), please don't get confused. They are four times the ASCII character no. 255 (all 8 bits set to ''1'') in a row, no gaps. In the following, server communication strings are shown that all start with four times 0xff, the character queue ''ÿÿÿÿ''. If the reader gets this character queue wrong (actually looks like four ''y'' with dots on top), please don't get confused. They are four times the ASCII character no. 255 (all 8 bits set to ''1'') in a row, no gaps.
Line 1013: Line 886:
 In addition to the ports 27960-27963 (UDP) already mentioned, ports 26000, 27500 and 27910 (UDP) could also be used. In addition to the ports 27960-27963 (UDP) already mentioned, ports 26000, 27500 and 27910 (UDP) could also be used.
 ===== Web links ===== ===== Web links =====
 +  * [[https://discord.gg/hqSmErp|Star Trek: Voyager Elite Force Discord]], also about [[star_trek_-_elite_force_2|EF 2]]
   * [[http://www.4players.de/4players.php/download_info/Downloads/Download/1837/Star_Trek_Voyager_Elite_Force/Patch_12.html|EF patch 1.2]]   * [[http://www.4players.de/4players.php/download_info/Downloads/Download/1837/Star_Trek_Voyager_Elite_Force/Patch_12.html|EF patch 1.2]]
   * [[https://oldgamesdownload.com/wp-content/uploads/Star_Trek_Voyager_Elite_Force_Manual_Win_EN.pdf|EF manual]]   * [[https://oldgamesdownload.com/wp-content/uploads/Star_Trek_Voyager_Elite_Force_Manual_Win_EN.pdf|EF manual]]
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   * [[http://beer-garden.n5net.com]], kind of a veteran group, very active during the first half of the 2000 decade and still active with some mods.   * [[http://beer-garden.n5net.com]], kind of a veteran group, very active during the first half of the 2000 decade and still active with some mods.
   * [[https://efservers.online/|Further list with currently running servers, visually more appealing design, lots of analysis, nicely done]]   * [[https://efservers.online/|Further list with currently running servers, visually more appealing design, lots of analysis, nicely done]]
 +  * [[https://dark-clan.servegame.com/serverlist_new/serverlist.html#colGamename=1&colJK2MV=1&colVersion=1&displayFilters=1&autoRefresh=1&jk2version=1.02&jkaversion=1.01&theme=dark&sortReverse=1&serverInfoMode=0&game=ef1|Another server lister, also showing the used server version]]
 +  * [[https://tcrf.net/Star_Trek_Voyager:_Elite_Force|The Cutting Room Floor on EF's hidden features and outtakes]]
   * [[https://www.gamefront.com/games/elite-force/file/pathfinder|Server Search Program "Pathfinder"]]   * [[https://www.gamefront.com/games/elite-force/file/pathfinder|Server Search Program "Pathfinder"]]
   * [[http://eliteforce2.filefront.com/file/EF_Runner;2086|EF-Runner 1.8.3]]   * [[http://eliteforce2.filefront.com/file/EF_Runner;2086|EF-Runner 1.8.3]]
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   * [[http://gamefront.online/files/listing/pub2/Star_Trek_Voyager_Elite_Force/|Gamefront: Some maps, skins, tools, etc.]]   * [[http://gamefront.online/files/listing/pub2/Star_Trek_Voyager_Elite_Force/|Gamefront: Some maps, skins, tools, etc.]]
   * [[https://ufplanets.com/showthread.php?19806-Elite-Force-Gameplay|Game Modes page]]   * [[https://ufplanets.com/showthread.php?19806-Elite-Force-Gameplay|Game Modes page]]
-  * Clan pages: 
-    * [[http://der-orden-des-kahless.de/index.php?page=Portal|der-orden-des-kahless.de]], a clan that plays the mod [[https://last-outpost.net/about/rpgx|RPG-X]] 
-    * [[http://www.hazardteam.de/credits.html|Former Hazard Team]], mostly offline. 
-    * <del>[[http://skunky.nl/Forum/ucp.php?mode=login|Skunky]]</del>, aka Elite Force Players Guild 
-    * [[http://www.planetsmc.de/?hpnav=news|Starfleet Marine Corps]] 
   * [[http://www.bradandsandra.com/stvef/index.html|Basic configuration for an Elite Force Linux dedicated server version 1.2]]   * [[http://www.bradandsandra.com/stvef/index.html|Basic configuration for an Elite Force Linux dedicated server version 1.2]]
   * [[http://gagius.co.uk/eliteforce.html]]: Page with bomb defusing mod, a master server and a master server query tool.   * [[http://gagius.co.uk/eliteforce.html]]: Page with bomb defusing mod, a master server and a master server query tool.
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   * [[http://amp.denofgeek.com/us/games/star-trek/273174/star-trek-the-activision-years-and-the-making-of-elite-force-i-ii|Interview with the developers of EF 1 and 2]]   * [[http://amp.denofgeek.com/us/games/star-trek/273174/star-trek-the-activision-years-and-the-making-of-elite-force-i-ii|Interview with the developers of EF 1 and 2]]
   * [[https://github.com/zturtleman/lilium-voyager|Lilium Voyager]], an ioQuake3 based variation of EF (sources, binaries, see [[#Downloads]])   * [[https://github.com/zturtleman/lilium-voyager|Lilium Voyager]], an ioQuake3 based variation of EF (sources, binaries, see [[#Downloads]])
-  * [[https://www.stvef.org]] Beautiful page with background info about EF, and also some mods, inkl. [[https://stvef.org/cmod.php|cMod]] ioQuake3 variation of EF.+  * [[https://www.stvef.org]] Beautiful page with background info about EF, and also some mods, incl. [[https://stvef.org/cmod.php|cMod]] an ioQuake3 variation of EF. 
 +  * [[https://www.youtube.com/watch?v=f6VpyB5LSMY|Circle Jump Tutorial]] 
 +  * Clan and community pages: 
 +    * [[http://der-orden-des-kahless.de/index.php?page=Portal|der-orden-des-kahless.de]], a clan that plays the mod [[https://last-outpost.net/about/rpgx|RPG-X]] 
 +    * [[http://www.hazardteam.de/credits.html|Former Hazard Team]], mostly offline. 
 +    * <del>[[http://skunky.nl/Forum/ucp.php?mode=login|Skunky]]</del>, aka Elite Force Players Guild 
 +    * [[http://www.planetsmc.de/?hpnav=news|Starfleet Marine Corps]] 
 +    * [[https://ufplanets.com/|United Federation of Planets]] 
 +    * [[http://www.utgclan.de/site/|United Tactical Gamers]] 
 +    * [[https://last-outpost.net/home|The Last Outpost]] 
 ===== See also ===== ===== See also =====
-[[Star Trek Games]]+  * [[star_trek_-_elite_force_2|Star Trek Elite Force 2]] 
 +  * [[Star Trek Games]]
  
 [[games database|Back to the games database]] [[games database|Back to the games database]]
  
 ~~REFNOTES~~ ~~REFNOTES~~
en/games/star_trek_-_voyager_eliteforce.txt · Last modified: 2020-12-24-17-47 by 7saturn