nuclide/Documentation/Building.md

1.9 KiB

Building

Building the Engine

The build_engine.sh will do that for you. It will still ask you to have at least a certain amount of dependencies installed (such as the GCC, GNU make and the X11/SDL headers for your platform.

Dependencies

  • subversion
  • gmake
  • gcc
  • mesa-libGL-devel
  • libgnutls-devel
  • libopenal-devel
  • libX11-devel
  • libXcursor-devel
  • libXrandr-devel
  • libSDL2-devel (only if you pass BUILD_SDL2=1 in build.cfg)

Building the Level Editor

Handled by build_editor.sh.

Dependencies

  • gcc-c++
  • gtk2-devel
  • gtkglext-devel
  • libxml2-devel
  • libjpeg8-devel
  • minizip-devel

Building Game-Logic

You can build the game source tree with build_game.sh.

The script also takes a parameter. If you specify:

./build_game.sh valve

then it will only build the game-logic for the valve directory.

Otherwise, it will iterate through all of the game directories, look for a Makefile and build its default target.

It'll try use the fteqcc binary that's in the ./bin/ directory. So make sure to build run build_engine.sh first. Some distributions may carry the fteqcc compiler, but it usually is a very ancient version that's probably not going to build any of this.

Custom Configuration

There's a build.cfg file with which you can tweak build parameters of the various build_ scripts. For example, this is where you select between X11 and SDL2 builds. There you can specify which engine revision you want to build and also which plugins you want to build along with it. It's well commented, so I encourage you to check it out. However on some platforms, changing those settings might introduce additional setup/dependency steps.

Additional Information

The game-logic is written in QuakeC, it is thus platform and architecture independent.

You do not need to rebuild the logic for each and every platform. The results will be identical.