README: address building instructions

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Marco Cawthorne 2021-06-02 14:54:27 +02:00
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# WorldSpawn # WorldSpawn
The editor we use to create levels. It was forked from NetRaidiant and was a result of necessity. The editor we use to create levels. It was forked from NetRaidiant and was a result of necessity.
We wanted to move away from a proprietary toolchain that assumed a different texture coordinate system and had itechnical issues We wanted to move away from a proprietary toolchain that assumed a different texture coordinate system and had technical issues
the author would not ever get back to us about, so we had to take matters into our own hands. the author would not ever get back to us about, so we had to take matters into our own hands.
Use it if you actually want to use the features listed below - note that they require a modified engine. Use it if you actually want to use the features listed below - note that they require a modified engine.
There's plenty of other editors for the first-party id Tech games. 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 - Support for HDR lightmaps in the BSP compiler
- Support for automatic cubemap surface-picking in the BSP compiler - Support for automatic cubemap surface-picking in the BSP compiler
- Lots of bug fixes, like the 'ghost-ent' bug, which places dummy ents at the center of your map - Lots of bug fixes, like the 'ghost-ent' bug, which places dummy ents at the center of your map
- Simplified build system, so less dependencies
## Compiling ## Compiling
You can compile the editor directly from within the Nuclide src tree using the build_editor.sh script. To compile on a standard GNU/Linux system:
It'll also integrate it properly into the filesystem you're working with. `LDFLAGS=-ldl gmake -j $(nproc)`
Other than that, it can be built in either debug or release form with the scripts provided in this tree.
The codebase also compiles the editor under MSYS2, but the compiler will currently segfault on NT. For BSD systems you'll have to point CFLAGS to whereever your package headers are installed.
gtkgtlext-1.0 is notorious for using both include and lib/gtkgtlext-1.0/include for headers. Yes.
Clang should also be supported, pass CC=clang and CXX=clang++ if you want to use it.
We don't work on NT. You're on your own with that one.
## Support ## Support
The whole thing is held together with duct-tape. If you need help with this, you're better off using an alternative editor.
The codebase it is based on is not very portable and while effort had been made to rectify that,
it's just such a time consuming affair.
If you've got any issues, feel free to let us know, but we can't promise any support right away.
Here be dragons, etc.