X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=README.md;h=9592b437acecbafc6bd4a7dec3cc918fd5aa806f;hb=350fed8a5805529996a6bb2a6e22dd8f779b11cb;hp=9cbbde5c0c521ef95efbf9472b8dad03d723be6c;hpb=aa35b3bc018c19b711f3060ff9faa4d24110a777;p=xonotic%2Fnetradiant.git diff --git a/README.md b/README.md index 9cbbde5c..9592b437 100644 --- a/README.md +++ b/README.md @@ -3,164 +3,238 @@ NetRadiant ![NetRadiant logo](setup/data/tools/bitmaps/splash.png) -The open source, cross platform level editor for idtech games (Radiant fork). +The open source, cross platform level editor for id Tech-derivated games (has lineage to GtkRadiant). -# Getting the sources -The latest source is available from the git repository: +## Compatibility matrix -https://gitlab.com/xonotic/netradiant.git +|System |Build |Bundle |Run |Build requirements | +|---------|---------|----------|---------|-------------------------------------| +|Linux |**Yes** |**Yes** |**Yes** |_GCC or Clang_ | +|FreeBSD |**Yes** |_not yet_ |**Yes** |_GCC_ | +|Windows |**Yes** |**Yes** |**Yes** |_MSYS2/Mingw64 or Mingw32_ | +|Wine |- |- |**Yes** |- | +|macOS |**Yes** |_not yet_ |_mostly_ |_Homebrew, GCC and patched GtkGLExt_ | -The git client can be obtained from the Git website: +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. -http://git-scm.org +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). -To get a copy of the source using the command line git client: -``` +## Getting the sources + +Source browser, issues and more can be found on the gitlab project: 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: 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 ``` -See also https://gitlab.com/xonotic/netradiant/ for a source browser, issues and more. -# Dependencies +## Dependencies + +* OpenGL, LibXml2, GTK2, GtkGLExt, LibJpeg, LibPng, LibWebp, Minizip, ZLib. + +To fetch default game packages you'll need Git, Subversion 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 +``` -* OpenGL -* LibXml2 -* GTK2 -* GtkGLExt -* LibJpeg -* LibPng -* LibWebp -* Minizip -* ZLib +If you plan to build a bundle, you also need to install `uuid-runtime patchelf` -To fetch default game packages you'll need Git and to fetch some optional ones you'll need Subversion. +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 + +### 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): +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} ``` -pacman -S --needed base-devel mingw-w64-$(uname -m)-{toolchain,cmake,make,gtk2,gtkglext,libwebp,minizip-git} git + +Explicitely use `mingw-w64-x86_64-` or `mingw-w64-i686-` prefix instead of `mingw-w64-$(uname -m)` if you need to target a non-default architecture. + + +### macOS: + +```sh +brew install gcc cmake gtkglext pkgconfig minizip webp coreutils gnu-sed +brew link --force gettext ``` -Explicitely use `mingw-w64-x86_64-` or `mingw-w64-i686-` prefix if you need to target a non-default architecture. -You may have to install `subversion` to fetch some non-default game packages. +## Submodules + * Crunch (optional, not built if submodule is not present) -## macOS: +If you have not used `--recursive` option at `git clone` time, you can fetch Crunch this way (run this within the `netradiant` repository): -``` -brew install gcc cmake Caskroom/cask/xquartz gtkglext pkgconfig minizip webp coreutils gnu-sed -brew link --force gettext +```sh +git submodule update --init --recursive ``` -# Submodules - * Crunch (optional, disabled by default, only supported with CMake build) +## Simple compilation -If you have not used `--recursive` option at `git clone` time, you can fetch Crunch this way (run it within the NetRadiant repository): +### 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: +```sh +./easy-builder ``` -git submodule update --init --recursive + +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 that way: + +```sh +./easy-builder --debug ``` -# Compiling +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 +#### Debug build + +```sh +cmake -G "Unix Makefiles" -S. -Bbuild -DCMAKE_BUILD_TYPE=Debug +cmake --build build -- -j$(nproc) ``` -cmake -G "Unix Makefiles" -H. -Bbuild && cmake --build build -- -j$(nproc) + + +#### Release build + +```sh +cmake -G "Unix Makefiles" -S. -Bbuild -DCMAKE_BUILD_TYPE=Release +cmake --build build -- -j$(nproc) ``` -## Release +On macOS you have to add this to the first cmake call: +```sh +-DCMAKE_C_COMPILER=/usr/local/bin/gcc-9 -DCMAKE_CXX_COMPILER=/usr/local/bin/g++-9 ``` -cmake -G "Unix Makefiles" -H. -Bbuild -DCMAKE_BUILD_TYPE=Release && cmake --build build -- -j$(nproc) + +On FreeBSD you have to add this to the first cmake call: + +```sh +-DCMAKE_C_COMPILER=/usr/local/bin/gcc8 -DCMAKE_CXX_COMPILER=/usr/local/bin/g++8 ``` -On Mac you have to add this to the first cmake call: +### 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) ``` --DCMAKE_C_COMPILER=/usr/local/bin/gcc-9 -DCMAKE_CXX_COMPILER=/usr/local/bin/g++-9 -DOPENGL_INCLUDE_DIR=/opt/X11/include -DOPENGL_gl_LIBRARY=/opt/X11/lib/libGL.dylib + +You should still periodically update gamepacks: + +```sh +cmake --build build --target gamepacks ``` -## Build and installation details -### Compilation details +### Build and installation details + +#### Compilation details -options: +Options: * `BUILD_RADIANT=OFF` - Do not build NetRadiant (default: `ON`, build radiant graphical editor) + 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_CRUNCH=ON` - Enable crunch support (default: `OFF`, disable crunch support) -* `RADIANT_ABOUTMSG="Custom build"` - A message shown in the about dialog + Do not build q3map2 and other tools (default: `ON`, build command line tools); +* `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: +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) -* `quake3` Compiles all the Quake3 tools - - `q3map2` Compiles the quake3 map compiler - - `q3data` Compiles the q3data tool +* `binaries` Compiles all binaries; + - `netradiant` Compiles the netradiant editor; + - `modules` Compiles all modules (each module has its own target as well); + - `plugins` Compiles all plugins (each plugin has its own target as well); + - `tools` Compiles all tools (each tool has its own target as well); + * `quake2` Compiles all the Quake 2 tools: `q2map`, `qdata3`; + * `heretic2` Compiles all the Heretic2 tools: `q2map`, `h2data`; + * `quake3` Compiles all the Quake 3 tools: + - `q3map2` Compiles the quake3 map compiler; + - `q3data` Compiles the q3data tool. -### Download details +Type `make help` to get an exhaustive list of targets. -options: + +#### Download details + +Options: * `DOWNLOAD_GAMEPACKS=OFF` - Do not automatically download the gamepack data during the first compilation (default: `ON`) + 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) -* `GAMEPACKS_NAME_LIST=Xonotic Unvanquished` - Download gamepacks for the given games (default: `none`, do not select more gamepacks to download) + 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: -target: +* `gamepacks` Downloads the game pack data. -* `game_packs` 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. -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 proprietary Quake 3 one. -### Installation details +#### Installation details -options: +Options: -* `FHS_INSTALL=ON` - Available for 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) +* `BUNDLE_LIBRARIES=ON` + Bundle libraries, only MSYS2 is 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 in `install/` directory within source tree) + Install system-wide on Posix systems, always set `FHS_INSTALL` to `ON` when doing this (default: `install/` directory within source tree). -target: +Target: -* `install` - Install files +* `install` Install files. -Note that because of both the way NetRadiant works and the way bundled library loading works CMake has to do some globbing to detect some of the produced/copied files it has to install. So you have to run cmake again before installing: -``` -cmake -H. -Bbuild && cmake --build build -- install -``` +## Additonnal notes -## Note about Crunch +### 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.