3.2 KiB
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=<path_to_game_files>
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=<path_to_game_files>
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=<path_to_game_files>
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