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en:games:star_trek_-_voyager_eliteforce [2020-03-26-16-43]
7saturn [Current Master Servers]
en:games:star_trek_-_voyager_eliteforce [2020-04-01-21-14] (current)
7saturn [Custom location]
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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 ====+==== Location of the config files/​mods/​maps ​==== 
 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 Thilo 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. 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 Thilo 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.
 +
 +=== Standard EF up to Win Vista ===
 +
 +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.
 +
 +=== 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.
 +
 +=== 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''​
 +
 +
 +=== 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.
 +
 +
 ==== Thilo'​s Binaries ==== ==== Thilo'​s Binaries ====
 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]] right away, simply because that's where the work that Thilo has invested, continues.) A brief outline of practical changes: 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]] right away, simply because that's where the work that Thilo has invested, continues.) A brief outline of practical changes:
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 === Where to get it === === Where to get it ===
 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.
-=== Where do my settings/​mods/​maps go during play/​download?​ === 
-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''​ 
-  * MacOS: ''​~/​Library/​Application Support/​Lilium Voyager/​baseEF''​ 
-or in the corresponding mod folders. 
- 
-On ioQuake derived versions there is also the possibility to explicitly tell the game, where to look for and place downloaded 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. 
 === Building it yourself === === Building it yourself ===
 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 below. 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 below.
en/games/star_trek_-_voyager_eliteforce.1585237401.txt.gz · Last modified: 2020-03-26-16-43 by 7saturn