## Build Instructions ### windows/msvc Install Visual Studio Community Edition 2017 or later and compile `quake3e` project from solution `code/win32/msvc2017/quake3e.sln` Copy resulting exe from `code/win32/msvc2017/output` directory To compile with Vulkan backend - clean solution, right click on `quake3e` project, find `Project Dependencies` and select `renderervk` instead of `renderer` --- ### windows/mingw All build dependencies (libraries, headers) are bundled-in Build with either `make ARCH=x86` or `make ARCH=x86_64` commands depending on your target system, then copy resulting binaries from created `build` directory or use command: `make install DESTDIR=` --- ### generic/ubuntu linux/bsd You may need to run the following commands to install packages (using fresh ubuntu-18.04 installation as example): * sudo apt install make gcc libcurl4-openssl-dev mesa-common-dev * sudo apt install libxxf86dga-dev libxrandr-dev libxxf86vm-dev libasound-dev * sudo apt install libsdl2-dev Build with: `make` Copy the resulting binaries from created `build` directory or use command: `make install DESTDIR=` --- ### Arch Linux The package `quake3e-git` can either be installed through your favourite AUR helper, or manually using these commands: Download the snapshot from AUR: `curl -O https://aur.archlinux.org/cgit/aur.git/snapshot/quake3e-git.tar.gz` Extract the snapshot: `tar xfz quake3e-git.tar.gz` Enter the extracted directory: `cd quake3e-git` Build and install `quake3e-git`: `makepkg -risc` --- ### raspberry pi os Install the build dependencies: * apt install libsdl2-dev libxxf86dga-dev libcurl4-openssl-dev Build with: `make` Copy the resulting binaries from created `build` directory or use command: `make install DESTDIR=` --- ### macos * install the official SDL2 framework to /Library/Frameworks * `brew install molten-vk` or install Vulkan SDK to use MoltenVK library Build with: `make` Copy the resulting binaries from created `build` directory --- Several Makefile options are available for linux/mingw/macos builds: `BUILD_CLIENT=1` - build unified client/server executable, enabled by default `BUILD_SERVER=1` - build dedicated server executable, enabled by default `USE_SDL=0`- use SDL2 backend for video, audio, input subsystems, enabled by default, enforced for macos `USE_VULKAN=1` - build vulkan modular renderer, enabled by default `USE_OPENGL=1` - build opengl modular renderer, enabled by default `USE_OPENGL2=0` - build opengl2 modular renderer, disabled by default `USE_RENDERER_DLOPEN=1` - do not link single renderer into client binary, compile all enabled renderers as dynamic libraries and allow to switch them on the fly via `\cl_renderer` cvar, enabled by default `RENDERER_DEFAULT=opengl` - set default value for `\cl_renderer` cvar or use selected renderer for static build for `USE_RENDERER_DLOPEN=0`, valid options are `opengl`, `opengl2`, `vulkan` `USE_SYSTEM_JPEG=0` - use current system JPEG library, disabled by default Example: `make BUILD_SERVER=0 USE_RENDERER_DLOPEN=0 RENDERER_DEFAULT=vulkan` - which means do not build dedicated binary, build client with single static vulkan renderer