48 lines
1.8 KiB
Text
48 lines
1.8 KiB
Text
Building the engine and toolchain:
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The build_engine.sh will do that for you. It will still ask you to have at least
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a certain amount of dependencies installed (such as the GCC, make and the X/SDL
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headers for your operating system.
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Building the editor:
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Handled by build_editor.sh.
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GTK2, Pango, GTKGLEXT and MiniZip are one of a few other main dependencies.
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Building the game-logic:
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Once build_engine.sh has been executed, you can now build the source tree with
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build_game.sh. It'll use the fteqcc binary that's in the ./bin/ directory.
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Old, manual build instructions:
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================================================================================
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1. Building all of the game-logic
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To build the game-logic for all games, issue 'make' inside the src/
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directory of the repository. This requires you to have the latest
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fteqcc installed.
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2. Building a specific game or mod
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For that you'll have to navigate into the client and server directory
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of the game you want to compile. For example if you're only wanting to
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build the Half-Life game-logic, navigate into src/client/valve, issue
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'make' there, then do the same inside src/server/valve.
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3. Building the engine
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The engine is not part of this project.
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However, as of this writing, building the engine is simple.
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Checkout/Clone the FTEQW engine repository, then navigate into the
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engine/ sub-directory and issue 'make m-rel' there.
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This will generate a 'fteqw' binary for your platform in the sub-directory
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titled 'release'.
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3. Building fteqcc
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Issue 'make qcc-rel' in the FTEQW repository folder 'engine', like in 3.
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It will generate an fteqcc binary inside the sub-directory 'release'.
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4. Misc notes
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To those not in the know, the game-logic is written in QuakeC, it is thus
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platform and architecture independent. You do not need to rebuild the logic
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for each and every platform. The result will be identical.
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