X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=README.md;h=90059acc4fc6408ee1306152ea3f5f8498ed0ea4;hb=9496e57d6fedb5666d5cd0fdf511fa32bbf35c5e;hp=35a3194633262125fbac09d1589c3440725fb625;hpb=3d62896e3c95c1450061ef9732860ef69ebe5db1;p=xonotic%2Fnetradiant.git diff --git a/README.md b/README.md index 35a31946..90059acc 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,9 @@ NetRadiant ========== -The open source, cross platform level editor for idtech games (Radiant fork) +![NetRadiant logo](setup/data/tools/bitmaps/splash.png) + +The open source, cross platform level editor for idtech games (Radiant fork). # Getting the Sources @@ -11,9 +13,10 @@ https://gitlab.com/xonotic/netradiant.git The git client can be obtained from the Git website: http://git-scm.org -To get a copy of the source using the commandline git client: +To get a copy of the source using the command line git client: + ``` -git clone https://gitlab.com/xonotic/netradiant.git +git clone --recursive https://gitlab.com/xonotic/netradiant.git cd netradiant ``` @@ -27,63 +30,75 @@ See also https://gitlab.com/xonotic/netradiant/ for a source browser, issues and * GtkGLExt * LibJpeg * LibPng + * LibWebp * Minizip * ZLib ## msys2 +Under MSYS2, the mingw shell must be used + ### 32 bit: ``` -pacman -S --needed base-devel mingw-w64-i686-{toolchain,cmake,make,gtk2,gtkglext} +pacman -S --needed base-devel mingw-w64-i686-{toolchain,cmake,make,gtk2,gtkglexti,libwebp} ``` ### 64 bit: ``` -pacman -S --needed base-devel mingw-w64-x86_64-{toolchain,cmake,make,gtk2,gtkglext} +pacman -S --needed base-devel mingw-w64-x86_64-{toolchain,cmake,make,gtk2,gtkglext,libwebp} ``` ## OS X: ``` brew install gtkglext +brew install webp brew install Caskroom/cask/xquartz brew link --force gettext ``` +# Submodules + + * Crunch (optional, disabled by default, only supported with CMake build) + +If you have not used `--recursive` option at `git clone` time, you can fetch Crunch this way (run it whithin NetRadiant repository): + + +``` +git submodule update --init --recursive +``` + # Compiling This project uses the usual CMake workflow: ## Debug -`cmake -G "Unix Makefiles" -H. -Bbuild && cmake --build build -- -j$(nproc)` +``` +cmake -G "Unix Makefiles" -H. -Bbuild && cmake --build build -- -j$(nproc) +``` ## Release -`cmake -G "Unix Makefiles" -H. -Bbuild -DCMAKE_BUILD_TYPE=Release && cmake --build build -- -j$(nproc)` - -## MSYS2 - -Under MSYS2, the mingw shell must be used with the following additional flags: - ``` -cmake -G "MSYS Makefiles" \ - -DGTK2_GLIBCONFIG_INCLUDE_DIR=/mingw64/lib/glib-2.0/include \ - -DGTK2_GDKCONFIG_INCLUDE_DIR=/mingw64/lib/gtk-2.0/include \ - -H. -Bbuild +cmake -G "Unix Makefiles" -H. -Bbuild -DCMAKE_BUILD_TYPE=Release && cmake --build build -- -j$(nproc) ``` ## More Compilation Details options: - * `DOWNLOAD_GAMEPACKS=ON` + + * `DOWNLOAD_GAMEPACKS=ON` Automatically download the gamepack data during the first compilation - * `RADIANT_ABOUTMSG="Custom build"` + * `BUILD_CRUNCH=ON` + Enable crunch support + * `RADIANT_ABOUTMSG="Custom build"` A message shown in the about dialog targets: + * `radiant` Compiles the radiant core binary * `modules` Compiles all modules (each module has its own target as well) * `plugins` Compiles all plugins (each plugin has its own target as well) @@ -91,3 +106,7 @@ targets: * `quake3` Compiles all the Quake3 tools - `q3map2` Quake3 map compiler - `q3data` + +## Note about Crunch + +The crnlib used to decode `.crn` files is the one from [Dæmon](http://github.com/DaemonEngine/Daemon) which is the one by [Unity](https://github.com/Unity-Technologies/crunch/tree/unity) made cross-platform and slightly improved. Since Unity brokes compatibility with [BinomialLLC's legacy tree](https://github.com/BinomialLLC/crunch) it's required to use either the `crunch` tool from Dæmon or the one from Unity to compress textures that have to be read by radiant or q3map2.