3.3 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.
Optional: Building release binaries
You'll have to manually go into src/engine/engine
and issue:
$ make m-rel FTE_CONFIG=yourgameconfig
If you want to cross-compile to different platforms, you can pass the FTE_TARGET
variable and select from win32, win64, linux32, linux64 or SDL2.
For example, this will build a release binary of The Wastes for Win32, using the configuration specified inside src/engine/engine/common/config_wastes.h
:
$ make m-rel FTE_CONFIG=wastes FTE_TARGET=win32
The resulting binary can be found inside the src/engine/engine/release
directory.
Note: The SDL2 target will require you to set the ARCH environment to the target of your choosing.
Building the Level Editor
Handled by build_editor.sh.
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.
Dependencies
Debian / Raspbian
FTE
apt-get install subversion libgl-dev gnutls-dev
SDL2
apt-get install libsdl2-dev
GLX / X11 (part of libsdl2-dev)
apt-get install libx11-dev libxcursor-dev libxrender-dev
ODE Plugin
apt-get install autoconf automake libtool
FFMPEG Plugin
apt-get install libavformat-dev libswscale-dev
OpenBSD
Nuclide
pkg_add git
FTE
pkg_add subversion
SDL2
pkg_add sdl2
FFMPEG Plugin
pkg_add ffmpeg
OpenSUSE
Nuclide
zypper in git
FTE
zypper in subversion make gcc gcc-c++ mesa-libGL-devel libgnutls-devel
SDL2
zypper in libSDL2-devel
GLX / X11
zypper in libX11-devel libXcursor-devel libXrandr-devel
FFMPEG Plugin
zypper in ffmpeg-4-libavformat-devel ffmpeg-4-libswscale-devel
Worldspawn
zypper in cmake gtkglext-devel libxml2-devel libjpeg8-devel minizip-devel