Nuclide
Software Development Kit for id Tech
Building

Preface

If you don't plan on modifying the engine, then you probably shouldn't! You can grab binaries from FTEQW and move them into the Nuclide directory under ./bin.

If you're on Microsoft Windows, you will most likely not be running the nuclide launch script anyway, so feel free to move the fteqw.exe into the root of the Nuclide directory, and run that as-is instead.

It will mount the game directories specified in the default.fmf file, which you can tweak as needed. For more information, read the relevant documentation regarding launching Nuclide

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 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

Plugin: ODE

apt-get install autoconf automake libtool

Plugin: FFMPEG

apt-get install libavformat-dev libswscale-dev

OpenBSD

FTE

pkg_add git

SDL2

pkg_add sdl2

Plugin: FFMPEG

pkg_add ffmpeg

Arch Linux

FTE

pacman -S make gcc Xorg git

Plugin: ODE

pacman -S zip automake autoconf

Plugin: FFMPEG

pacman -S ffmpeg4.4

Note: You will have to manually build this plugin due to FFMPEG breaking ABI between releases and Arch's rolling release nature.

1) Edit build.cfg and change FFMPEG=YES to NO 2) Browse to src/engine/engine 3) Run this command:

make plugins-rel NATIVE_PLUGINS="ffmpeg" AV_BASE=/usr/include/ffmpeg4.4/ AV_LDFLAGS="-l:libavcodec.so.58 -l:libavformat.so.58 -l:libavutil.so.56 -l:libswscale.so.5"

4) Copy over fteplug_ffmpeg.so to the bin folder where nuclide and the build scripts are.

SDL2

pacman -S sdl2

WorldSpawn

pacman -S pkgconf gtk2 gtkglext

OpenSUSE

Nuclide

zypper in git

FTE

zypper in make gcc gcc-c++ mesa-libGL-devel libgnutls-devel alsa-devel libopus-devel speex-devel libvorbis-devel

SDL2

zypper in libSDL2-devel

GLX / X11

zypper in libX11-devel libXcursor-devel libXrandr-devel

Plugin: ODE

zypper in autoconf automake libtool zip

Plugin: FFMPEG

zypper in ffmpeg-4-libavformat-devel ffmpeg-4-libswscale-devel

Worldspawn

zypper in make gtkglext-devel libxml2-devel libjpeg8-devel minizip-devel

Fedora

FTE

dnf install make gcc gcc-c++ mesa-libGL-devel gnutls-devel alsa-devel libopus-devel speex-devel libvorbis-devel

SDL2

dnf install SDL2-devel

GLX / X11 (part of libsdl2-dev)

dnf install libX11-devel libXcursor-devel libXrender-devel

Plugin: ODE

dnf install autoconf automake libtool zip

Plugin: FFMPEG

Note: You will have to manually build this plugin due to FFMPEG breaking ABI between releases as well as install a custom repository since Fedora ships only latest versions of FFMPEG.

First, you will need to install the RPM Fusion if you don't have it. We recommend reading their official guide: https://rpmfusion.org/Configuration

Then, you can install the required version of FFMPEG:

dnf install compat-ffmpeg4-devel

Now to build:

1) Edit build.cfg and change FFMPEG=YES to NO 2) Browse to src/engine/engine 3) Run this command:

make plugins-rel NATIVE_PLUGINS="ffmpeg" AV_BASE=/usr/include/compat-ffmpeg4 AV_LDFLAGS="-l:libavcodec.so.58 -l:libavformat.so.58 -l:libavutil.so.56 -l:libswscale.so.5"

4) Copy over fteplug_ffmpeg.so to the bin folder where nuclide and the build scripts are.

Worldspawn

dnf install make pkgconf gtkglext-devel libxml2-devel libjpeg-turbo-devel minizip-devel