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@ -23,62 +23,40 @@ The engine you want to use to run this is FTEQW (https://www.fteqw.org), which i
![Preview 4](img/preview4.jpg)
## Features and Improvements
* Native support for Windows/Mac/Linux/BSD and wherever else FTEQW runs on
* Better support for higher display modes and aspect ratios
* Much easier modding by having the entire logic be in modern QuakeC
* Netcode that's always improving and more advanced prediction
* Open-source code for transparent modding
* Very permissive license (ISC/BSD)
* The code doesn't rely on others work, so nobody can shut it down :-)
## Installation
Grab the latest binary release, extract and put an FTEQW engine binary (for your platform) into the same folder as the default.fmf and readme file.
Get FTEQW here: https://www.fteqw.org/
- Native support for Windows/Mac/Linux/BSD and wherever else FTEQW runs on
- Better support for higher display modes and aspect ratios
- Much easier modding by having the entire logic be in modern QuakeC
- Netcode that's always improving and more advanced prediction
- Open-source code for transparent modding
- Very permissive license (ISC/BSD)
- The code doesn't rely on others work, so nobody can shut it down :-)
Run the engine and when in-game download the needed content, or optionally merge your own HL + CS 1.5 installation.
## Installing
To run it, all you need is [FTEQW](https://www.fteqw.org), [FreeHL](https://www.frag-net.com/pkgs/package_valve.pk3), and [the latest release .pk3 file](https://www.frag-net.com/pkgs/package_cstrike.pk3), which you save into `Half-Life/valve/` and `Half-Life/cstrike/` respectively. That's about it. You can install updates through the **Configuration > Updates** menu from here on out.
### Notes
*You'd think this disclaimer may be unnecessary but here we go:*
**This project is designed for the CS 1.5 data files.**
You will have a bad time if you use it with later or earlier versions.
You won't be able to connect to most people their servers. Content may be missing.
This is designed for CS 1.5 and the Half-Life CD data files **ONLY**.
**If you want to play and later version of CS, please do it on Steam.**
### Disclaimer
Please **do not** file bugs if you see missing/broken content **while not** using the original Half-Life and Counter-Strike 1.5 data.
## Building
Here's the quick and dirty instructions for those unfamilar:
First of all, make sure you've got Nuclide cloned.
```
$ git clone https://code.idtech.space/vera/nuclide Nuclide-SDK
$ cd Nuclide-SDK
$ ./build_engine.sh # (only required if you don't have an up-to-date FTEQW & FTEQCC in your PATH)
$ git clone https://code.idtech.space/fn/valve valve
$ git clone https://code.idtech.space/fn/cstrike cstrike
$ SKIP_UPDATE=1 SKIP_RADIANT=1 ./build_game.sh valve
$ SKIP_UPDATE=1 SKIP_RADIANT=1 ./build_game.sh cstrike
```
> git clone https://github.com/veravisions/nuclide
Then, **inside** of the cloned repo, you'll clone FreeHL.
> git clone https://github.com/eukara/freehl valve
Then, in the same directory (Nuclide's) you will clone this repo.
> git clone https://github.com/eukara/freecs cstrike
Run
> ./build_game.sh valve
First, so we have a usable menu.
then either run Nuclide's `./build_game.sh cstrike` shell script, or issue `make` inside
./cstrike/src for whenever you need to recompile FreeCS.
You can also issue `make` inside `valve/src/` and `cstrike/src`, but it won't build an `entities.def` file for use in Radiant (level editor family).
** !! You need to also provide data-files !! **
There's separate scripts inside FreeHL's cloned valve/ directory and FreeCS's cstrike/ directory
for grabbing/moving the data files from various install media.
The archive.org scripts for Half-Life will download content from the various demo builds of Half-Life, and can use yt-dlp for grabbing the music. You should be able to get everything required to play off the Internet.
This should be self explanatory.
Half-Life and Counter-Strike are owned by Valve and protected under copyright.
## Community
@ -93,10 +71,19 @@ and other such things. It's bridged with the Matrix room of the same name!
### Others
We've had people ask in the oddest of places for help, please don't do that.
## Special Thanks
- Spike for FTEQW and for being the most helpful person all around!
- Xylemon for the hundreds of test maps, verifying entity and game-logic behaviour
- CYBERDEViL for his work on making Bots fascinated with Bomb Defusal
- mikota for his work on refining the bullet spread code
- To my supporters on Patreon, who are always eager to follow what I do.
- Any and all people trying it, tinkering with it etc. :)
## License
ISC License
Copyright (c) 2016-2022 Marco Cawthorne <marco@icculus.org>
Copyright (c) 2016-2024 Marco Cawthorne <marco@icculus.org>
Permission to use, copy, modify, and distribute this software for any
purpose with or without fee is hereby granted, provided that the above