NetRadiant ========== [![NetRadiant logo](setup/data/tools/bitmaps/splash.png)](https://netradiant.gitlab.io) The open source, cross platform level editor for id Tech-derivated games, heir of GtkRadiant. Learn more on NetRadiant website: [netradiant.gitlab.io](https://netradiant.gitlab.io). ## Download NetRadiant Prebuilt binaries can be found on the [Download page](https://netradiant.gitlab.io/page/download/). ## Compatibility matrix |System |Build |Bundle |Run |Build requirements | |---------|---------|----------|---------|----------------------------------------------| |Linux |**Yes** |**Yes** |**Yes** |_GCC or Clang_ | |FreeBSD |**Yes** |_not yet_ |**Yes** |_GCC or Clang_ | |Windows |**Yes** |**Yes** |**Yes** |_MSYS2/Mingw64 or Mingw32_ | |Wine |- |- |**Yes** |- | |macOS |**Yes** |_not yet_ |_mostly_ |_Homebrew, GCC or Clang and patched GtkGLExt_ | NetRadiant is known to build and run properly on Linux, FreeBSD and Windows using MSYS2. NetRadiant is known to build on macOS using Homebrew, but can't display things properly without a modified GtkGLExt which is yet to be upstreamed, and issues are known. Windows build is known to work well on wine, which can be used as a fallback on macOS. At this time library bundling is only supported on Windows/MSYS2 and Linux. Since bundling copies things from the host, a clean build environment has to be used in order to get a clean bundle. Linux bundle does not ship GTK (users are expected to have a working GTK environment with GtkGlExt installed). ## Getting the sources Source browser, issues and more can be found on the gitlab project: [gitlab.com/xonotic/netradiant](https://gitlab.com/xonotic/netradiant) The latest source is available from the git repository: `https://gitlab.com/xonotic/netradiant.git` The `git` client can be obtained from your distribution repository or from the Git website: [git-scm.org](http://git-scm.org) A copy of the source tree can be obtained using the command line `git` client this way: ```sh git clone --recursive https://gitlab.com/xonotic/netradiant.git cd netradiant ``` ## Dependencies * OpenGL, LibXml2, GTK2, GtkGLExt, LibJpeg, LibPng, LibWebp, Minizip, ZLib. To fetch default game packages you'll need Git, Subversion, Wget and `unzip`. ### Ubuntu: ```sh apt-get install --reinstall build-essential cmake \ lib{x11,gtk2.0,gtkglext1,xml2,jpeg,webp,minizip}-dev \ git subversion unzip wget ``` If you plan to build a bundle, you also need to install `uuid-runtime patchelf` This is enough to build NetRadiant but you may also install those extra packages to get proper GTK2 graphical and sound themes: `gnome-themes-extra gtk2-engines-murrine libcanberra-gtk-module` ### MSYS2: Under MSYS2, the mingw shell must be used. If you use MSYS2 over SSH, add `mingw64` to the path this way (given you compile for 64 bit Windows, replace with `mingw32` if you target 32 bit Windows instead): ```sh export PATH="/mingw64/bin:${PATH}" ``` Install the dependencies this way: ```sh pacman -S --needed base-devel git \ mingw-w64-$(uname -m)-{ntldd-git,subversion,unzip,toolchain,cmake,make,gtk2,gtkglext,libwebp,minizip-git} ``` Explicitely use `mingw-w64-x86_64-` or `mingw-w64-i686-` prefix instead of `mingw-w64-$(uname -m)` if you need to target a non-default architecture. ### macOS: ```sh brew install cmake gtkglext pkgconfig minizip webp coreutils gnu-sed wget brew link --force gettext ``` ## Submodules * Crunch (optional, not built if submodule is not present) If you have not used `--recursive` option at `git clone` time, you can fetch Crunch this way (run this within the `netradiant` repository): ```sh git submodule update --init --recursive ``` ## Simple compilation It is required to first download the sources using `git` (do not use tarballs) and to have dependencies installed, see [Getting the sources](#getting-the-sources) and [Dependencies](#dependencies) above. ### Easy builder assistant If you have standard needs and use well-known platform and operating system, you may try the provided `easy-builder` script which may be enough for you, you can run it this way: ```sh ./easy-builder ``` If everything went right, you'll find your netradiant build in `install/` subdirectory. If you need to build a debug build (to get help from a developer, for example), you can do it this way: ```sh ./easy-builder --debug ``` By default, build tools and compilers are using the `build/` directory as workspace. ## Advanced compilation ### Initial build This project uses the usual CMake workflow: #### Debug build ```sh cmake -G "Unix Makefiles" -S. -Bbuild -DCMAKE_BUILD_TYPE=Debug cmake --build build -- -j$(nproc) ``` #### Release build ```sh cmake -G "Unix Makefiles" -S. -Bbuild -DCMAKE_BUILD_TYPE=Release cmake --build build -- -j$(nproc) ``` ### Subsequent builds The initial build will download the gamepacks and build NetRadiant and tools. If you frequently recompile you can skip downloading the gamepacks: ```sh cmake --build build --target binaries -- -j$(nproc) ``` You should still periodically update gamepacks: ```sh cmake --build build --target gamepacks ``` ### Build and installation details #### Compilation details Options: * `BUILD_RADIANT=OFF` Do not build NetRadiant (default: `ON`, build netradiant graphical editor); * `BUILD_TOOLS=OFF` Do not build q3map2 and other tools (default: `ON`, build command line tools); * `BUILD_DAEMONMAP=OFF` Do not build daemonmap tool (default: `ON` if submodule is there, buils daemonmap navigation mesh generator); * `BUILD_CRUNCH=OFF` Disable crunch support (default: `ON` if submodule is there, enable crunch support); * `RADIANT_ABOUTMSG="Custom build by $(whoami)"` A message shown in the about dialog (default: `Custom build`). Targets: * `binaries` Compile all binaries; - `netradiant` Compile the netradiant editor; - `modules` Compile all modules (each module has its own target as well); - `plugins` Compile all plugins (each plugin has its own target as well); - `tools` Compile all tools (each tool has its own target as well); * `quake2` Compile all the Quake 2 tools: `q2map`, `qdata3`; * `heretic2` Compile all the Heretic2 tools: `q2map`, `h2data`; * `quake3` Compile all the Quake 3 tools: - `q3map2` Compile the Quake 3 map compiler; - `q3data` Compile the q3data tool; * `unvanquished` Compile all the Unvanquished tool: `daemonmap`, `q3map3`, `q4data`; - `daemonmap` Compile the daemonmap navigation mesh generator. Type `make help` to get an exhaustive list of targets. #### Download details Options: * `DOWNLOAD_GAMEPACKS=OFF` Do not automatically download the gamepack data on each compilation and do not install game packs already downloaded (default: `ON`); * `GAMEPACKS_LICENSE_LIST=all` Download all gamepacks whatever the license (default: `free`, download free gamepacks, can be set to `none` to only filter by name); * `GAMEPACKS_NAME_LIST="Xonotic Unvanquished"` Download gamepacks for the given games (default: `none`, do not select more gamepacks to download). Target: * `gamepacks` Downloads the game pack data. Run `./gamepacks-manager -h` to know about available licenses and other available games. Both lists are merged, for example setting `GAMEPACKS_LICENSE_LIST=GPL` and `GAMEPACKS_NAME_LIST=Q3` will install both GPL gamepacks and the proprietary Quake 3 gamepack. #### Installation details Options: * `BUNDLE_LIBRARIES=ON` Bundle libraries, only MSYS2 and Linux are supported at this time (default: `OFF`); * `FHS_INSTALL=ON` (available on POSIX systems) Install files following the Filesystem Hierarchy Standard (`bin`, `lib`, `share`, etc.) Also setup XDG mime and application support on Linux-like systems (default: `OFF`, install like in 1999); * `CMAKE_INSTALL_PREFIX=/usr` Install system-wide on Posix systems, always set `FHS_INSTALL` to `ON` when doing this (default: `install/` directory within source tree). Target: * `install` Install files. ## Additonnal information ### 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.