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doc/about
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doc/about
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About Nuclide
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The Nuclide project produces a freely available game-logic component and
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development platform on top of FTEQW.
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Our goals is to create a modern research base for new advancements, features
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as well as support games whose formats are supported by FTEQW but their code
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isn't freely accessible.
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1. Why might I want to use it?
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Nuclide is for you when:
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- You want to play one of our supported games on the platform/arch of your
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choice.
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- You want to develop a game using a lot of complex and well-tested objects
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we have written for you.
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- You want to make modifications for a game we support and have full control
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over what you can do.
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2. How free is Nuclide?
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Everything in Nuclide is free. The copyright terms for the game-logic are
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very permitting. Nuclide does not use the GPL as a point of reference, it
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instead uses a ISC-like license. This means you can use, copy, modify and
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distribute the code and work resulting from it for any purpose.
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Please read the very short 'license' document for details.
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3. What is the release cycle?
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At the current moment, there is no strict release cycle as everthing is
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still very early (albeit usable). I am aiming for a stable release cycle of
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every 3-6 months once we leave Beta.
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4. How can I support the project?
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Currently, the only way to support the efforts of the one-man-team behind
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this, is to use https://www.paypal.me/eukara/
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It was only possible for Nuclide to get this far because of the contributions
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of single individuals from the free-software community.
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Thanks you so much, everyone who has contributed!
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doc/contributing
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doc/contributing
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NUCLIDE CODEBASE CONTRIBUTING RULES
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1. The code must be yours.
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It's simple: Do not take GPL code. Do not take Half-Life SDK code.
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We do not decompile, we reverse-engineer by trial and error.
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Also referred to as 'clean-room engineering'.
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Most of the behaviour is rather predictable, other is not.
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2. Game specific features need to be put into game-specific directories.
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Unless other games benefit from this, keep it seperate to one of the game
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sub-directories.
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That's about it.
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doc/faq
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NUCLIDE SOURCE TREE FAQ
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Q: Why does this project exist?
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A: I wanted a free variant of the best version of Counter-Strike in 2016 as
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as I was preparing to move away from x86 hardware and moving to other
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doc/history
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doc/history
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NUCLIDE PROJECT HISTORY
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In November 2016 eukara started work on 'OpenCS', a project which focused
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solely on creating a clean-room implementation of Counter-Strike 1.5 in QuakeC
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for FTEQW, which then was the only Quake engine fork which adhered to the
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GPL and supported the level and model format of Half-Life mostly to spec.
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Its strong game-logic enhancements such as Client-Side QC as well as its
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QuakeWorld backbone also made it more desirable over other Quake engine forks.
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OpenCS was feature complete with all CS 1.5's content had to offer by December
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of 2016, however the name conflicted with the 'OpenMW' sub-project 'OpenCS',
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so eukara changed it to avoid any future conflicts.
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To emphasize the free-software aspect, eukara renamed the project FreeCS.
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Work on FreeCS had then paused so more work could be done on what would later
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become the 'gs-entbase' component. Another project required more compatibility
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with the full set of map entities present in Half-Life.
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When those matured, they were then backported to the FreeCS tree.
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In November of 2017, FreeCS was featured on Phoronix.
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After the release of The Wastes in April 2018, the game which introduced the
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'gs-entbase' component, more work was done on FreeCS in regards to the netcode.
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A lot had been learned about prediction and taking full advantage of the
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custom networking available in FTEQW, but new features have also been
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added to the engine to take full advantage of what the content had to offer.
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Features like interacting with OpenAL's EAX extension, model-events, support
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for WAD3 decal parsing and countless QuakeC extensions were all added by
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either Spike or eukara himself to make FreeCS possible.
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Many projects running on FTE have since taken advantage of these extensions
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as well!
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By the summer of 2019, the Half-Life Deathmatch component started taking shape.
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At this point, the tree was overhauled so it would support multiple mods easier
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and that a lot of code would be shared between all of them.
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This is the structure of the src tree we still use to this day.
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So a name had to be thought of that would neatly tie all projects under one
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roof together: Nuclide!
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The name Nuclide calls back to an earlier project, which tried to create
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a work environment similar to GoldSrc for the original Quake engine.
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In April of 2020, the weapons were rewritten to be fully client-side predicted.
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This brought the Counter-Strike component on par with the advances of the other
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games that Nuclide supports.
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doc/license
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doc/license
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Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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Permission to use, copy, modify, and distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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