README: address building instructions
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README.md
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README.md
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# WorldSpawn
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# WorldSpawn
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The editor we use to create levels. It was forked from NetRaidiant and was a result of necessity.
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The editor we use to create levels. It was forked from NetRaidiant and was a result of necessity.
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We wanted to move away from a proprietary toolchain that assumed a different texture coordinate system and had itechnical issues
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We wanted to move away from a proprietary toolchain that assumed a different texture coordinate system and had technical issues
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the author would not ever get back to us about, so we had to take matters into our own hands.
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the author would not ever get back to us about, so we had to take matters into our own hands.
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Use it if you actually want to use the features listed below - note that they require a modified engine.
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Use it if you actually want to use the features listed below - note that they require a modified engine.
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There's plenty of other editors for the first-party id Tech games.
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There's plenty of other editors for the first-party id Tech games.
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@ -13,17 +13,18 @@ There's plenty of other editors for the first-party id Tech games.
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- Support for HDR lightmaps in the BSP compiler
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- Support for HDR lightmaps in the BSP compiler
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- Support for automatic cubemap surface-picking in the BSP compiler
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- Support for automatic cubemap surface-picking in the BSP compiler
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- Lots of bug fixes, like the 'ghost-ent' bug, which places dummy ents at the center of your map
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- Lots of bug fixes, like the 'ghost-ent' bug, which places dummy ents at the center of your map
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- Simplified build system, so less dependencies
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## Compiling
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## Compiling
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You can compile the editor directly from within the Nuclide src tree using the build_editor.sh script.
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To compile on a standard GNU/Linux system:
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It'll also integrate it properly into the filesystem you're working with.
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`LDFLAGS=-ldl gmake -j $(nproc)`
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Other than that, it can be built in either debug or release form with the scripts provided in this tree.
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The codebase also compiles the editor under MSYS2, but the compiler will currently segfault on NT.
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For BSD systems you'll have to point CFLAGS to whereever your package headers are installed.
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gtkgtlext-1.0 is notorious for using both include and lib/gtkgtlext-1.0/include for headers. Yes.
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Clang should also be supported, pass CC=clang and CXX=clang++ if you want to use it.
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We don't work on NT. You're on your own with that one.
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## Support
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## Support
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The whole thing is held together with duct-tape.
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If you need help with this, you're better off using an alternative editor.
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The codebase it is based on is not very portable and while effort had been made to rectify that,
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it's just such a time consuming affair.
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If you've got any issues, feel free to let us know, but we can't promise any support right away.
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Here be dragons, etc.
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