Nuclide SDK - an idTech based game development framework http://www.vera-visions.com/nuclide/
Go to file
Marco Cawthorne fc75a1be11 Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have
now been reworked to have fully networked ammo that's also fully affected
by rollback netcode. Big diff, mods WILL break. Beware.
2021-02-28 02:31:27 +01:00
base/src Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have 2021-02-28 02:31:27 +01:00
cstrike Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have 2021-02-28 02:31:27 +01:00
doc doc/building: Update note regarding the editor, as it will now build on GCC10, Clang 2021-01-22 12:56:35 +01:00
gearbox Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have 2021-02-28 02:31:27 +01:00
hunger GS-EntBase: Add func_detail_illusionary definition. 2021-02-17 16:21:17 +01:00
logos - Added early Poke646 entries. 2019-12-22 12:13:49 +01:00
platform Server: Add water stepping, wading and swimming sounds + script definitions 2021-02-13 23:06:06 +01:00
poke646 Small building adjustment to the mod progs.src and Makefiles. 2021-02-17 00:44:40 +01:00
rewolf Small building adjustment to the mod progs.src and Makefiles. 2021-02-17 00:44:40 +01:00
scihunt Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have 2021-02-28 02:31:27 +01:00
src Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have 2021-02-28 02:31:27 +01:00
tfc Small building adjustment to the mod progs.src and Makefiles. 2021-02-17 00:44:40 +01:00
valve Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have 2021-02-28 02:31:27 +01:00
.gitignore Move game-specific sources into their respective mod-dirs. This was planned 2021-02-08 13:35:15 +01:00
README.md README: Add notice for Windows users 2021-01-16 17:31:56 +01:00
build_all.sh Added build_all.sh due to popular demand. 2021-01-16 20:38:26 +01:00
build_editor.sh build_editor.sh: Create separate entity definition files per mod. 2021-02-07 09:31:54 +01:00
build_engine.sh build_engine.sh: Check for different Win32 and Win64 Cygwin profiles 2021-01-16 22:15:14 +01:00
build_game.sh Client/Server: Make the server control the sky. 2021-02-22 17:29:34 +01:00
cstrike.fmf Small building adjustment to the mod progs.src and Makefiles. 2021-02-17 00:44:40 +01:00
default.fmf Make sure to exec platform_default.cfg in the .fmf level so we don't get 2021-01-23 23:41:58 +01:00
gearbox.fmf Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have 2021-02-28 02:31:27 +01:00
hunger.fmf Make sure to exec platform_default.cfg in the .fmf level so we don't get 2021-01-23 23:41:58 +01:00
installed.lst Add installed.lst to suppress engine prompts for now. This will change in the future hopefully 2020-11-06 18:21:24 +01:00
make_dist.sh make_dist.sh: Add extra code to build a seperate FreeCS binary package 2021-02-02 11:45:42 +01:00
make_mapdef.sh build_editor.sh: Create separate entity definition files per mod. 2021-02-07 09:31:54 +01:00
nuclide Adjusted the launch script so it'll find engine plugins on all more platforms 2021-01-24 21:56:09 +01:00
nuclide-ds nuclide-ds: Don't specify -manifest any longer 2021-02-07 08:20:08 +01:00
poke646.fmf Make sure to exec platform_default.cfg in the .fmf level so we don't get 2021-01-23 23:41:58 +01:00
rewolf.fmf Make sure to exec platform_default.cfg in the .fmf level so we don't get 2021-01-23 23:41:58 +01:00
scihunt.fmf Make sure to exec platform_default.cfg in the .fmf level so we don't get 2021-01-23 23:41:58 +01:00
tfc.fmf Make sure to exec platform_default.cfg in the .fmf level so we don't get 2021-01-23 23:41:58 +01:00
valve.fmf Half-Life: Add gameinfo_introvideo info to the manifest for sierra.avi 2021-02-17 11:17:52 +01:00
vmap vmap script now uses nproc to decide thread count 2020-11-25 00:20:40 +01:00
worldspawn Make the worldspawn launch script change directories 2021-01-16 21:16:46 +01:00

README.md

FTE Logo Nuclide - Software Development Kit

Software Development Kit, built around idTech with focus on advanced features and clean-room implementations of true-and-tested game-logic frameworks.

All of this is written in QuakeC, but there's also some GLSL and shell scripts in here.

You can integrate an engine (FTE) and level design tool (WorldSpawn) directly from this tree. See the 'Building' section for details. They're the projects actually based on idTech (GPL) code and therefore are in their own repositories. All the code here is ISC-Licensed.

The advantage of our centralized model is that the toolchain more or less integrates with the engine seamlessly. This avoids a common problem developers have of trying to use tools primarily designed for one specific idTech game with a custom engine that's trying to do more advanced stuff than the former.

Building

The 'build_engine.sh' script checks out the FTE Subversion repository and keeps it up to date, while also building binaries that are crucial to running and building the game-logic (which is all QuakeC) and putting them into the ./bin directory. Launch the engine with the 'nuclide' and 'nuclide-ds' scripts.

On Windows, please use cygwin for a sensible experience.

The 'build_editor.sh' script clones the WorldSpawn Git repository and installs them into the ./bin directory. Use the 'worldspawn' and 'vmap' scripts to launch to ensure consistency.

The 'build_game.sh' script will build the game-logic for the games included using the QuakeC compiler present in the ./bin directory. If the compiler isn't found it will ask you to build them.

For best results, symlink the desired scripts into your home directory's bin folder. The scripts are designed to be aware of their actual location in the filesystem.

Support

Join us on irc.vera-visions.com and chat if you're interested in using this in production. All this is provided to you for free as-is otherwise.

Special Thanks

To id software and specifically John Carmack for having released the sources of various idTech games under the GPL2 license, without which we would have no engine for Nuclide.

David Walton for FTEQW and the FTEQCC compiler, which is the brain of this SDK.

Timothee Besset and the GtkRadiant contributors.

idTech Logo

License

Copyright (c) 2016-2020 Marco Hladik 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 copyright notice and this permission notice appear in all copies.

THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.