Nuclide
Software Development Kit for id Tech
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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
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.
You'll have to manually go into src/engine/engine
and issue:
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
:
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.
Handled by build_editor.sh.
You can build the game source tree with build_game.sh.
The script also takes a parameter. If you specify:
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.
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.
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.
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.
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:
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.