Windows | OSX | Linux |
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This repository contains the gamelogic of the game Unvanquished.
If you just want to play the game, then technically you only need to build the Dæmon engine and download the game's assets.
You need to build this repository if you want to contribute to the gamelogic or make a mod.
See below for build and launch instructions.
To fetch and build Unvanquished, you'll need:
git
,
cmake
,
python
= 2,
python-yaml
,
python-jinja
,
and a C++11 compiler.
The following are actively supported:
gcc
≥ 4.8,
clang
≥ 3.5,
Visual Studio/MSVC (at least Visual Studio 2019).
zlib
,
libgmp
,
libnettle
,
libcurl
,
SDL2
,
GLEW
,
libpng
,
libjpeg
≥ 8,
libwebp
≥ 0.2.0,
Freetype
,
Lua
,
OpenAL
,
libogg
,
libvorbis
,
libtheora
,
libopus
,
libopusfile
ncurses
,
libGeoIP
base-devel
64-bit: mingw-w64-x86_64-{toolchain,cmake,aria2}
or 32-bit: mingw-w64-i686-{toolchain,cmake,aria2}
MSYS2 is an easy way to get MingW compiler and build dependencies, the standalone MingW on Windows also works.
Unvanquished requires several sub-repositories to be fetched before compilation. If you have not yet cloned this repository:
git clone --recurse-submodules https://github.com/Unvanquished/Unvanquished.git
If you have already cloned:
cd Unvanquished/
git submodule update --init --recursive
If cmake complains about missing files in daemon/
folder or similar issue then you have skipped this step.
Instead of -j4
you can use -jN
where N
is your number of CPU cores to distribute compilation on them. Linux systems usually provide an handy nproc
tool that tells the number of CPU core so you can just do -j$(nproc)
to use all available cores.
Enter the directory before anything else:
cd Unvanquished/
- Run CMake.
- Choose your compiler.
- Open
Unvanquished.sln
and compile.
Produced files will be stored in a new directory named build
.
cmake -H. -Bbuild
cmake --build build -- -j4
cmake -H. -Bbuild -G "MSYS Makefiles"
cmake --build build -- -j4
For a 32-bit build use the cross-toolchain-mingw32.cmake
toolchain file instead.
cmake -H. -Bbuild -DCMAKE_TOOLCHAIN_FILE=cmake/cross-toolchain-mingw64.cmake
cmake --build build -- -j4
cd build
# <PATH> is the path to the “pkg/” directory that contains the game's assets.
./daemon -pakpath <PATH>
If you don't have the assets, you can download them first.
The package downloader script can use aria2c
, curl
or wget
, aria2c
is recommended.
You can do ./download-paks --help
for more options.
./download-paks build/pkg
cd build
./daemon
As a developer, you will want to load assets from repository. To do that:
cd build
./daemon -pakpath ../pkg -set vm.sgame.type 3 -set vm.cgame.type 3
Note that only the basic unvanquished_src.dpkdir
asset package is provided that way, and running Unvanquished only with that package will bring you some warnings about other missing packages and you will miss soundtrack and stuff like that. You also need to load your own game code (using vm type switches) at this point.
This should be enough to start the game and reach the main menu and from there, join a server. If the server supports autodownload mechanism, Unvanquished will fetch all the missing packages from it.
If you are looking for the sources of the whole assets, have a look at the UnvanquishedAssets repository. Beware that unlike the unvanquished_src.dpkdir
package most of them can't be loaded correctly by the engine without being built first.
As a developer, you will want to load your own assets in addition to those shipped with the game. To do that:
cd build
mkdir -p pkg && cd pkg
mkdir assets_src.dpkdir
You can now put loose assets into assets_src.dpkdir
or you can put additional dpkdir directories or dpk containers inside pkg
and add their names (the format is <NAME>_<VERSION>.dpk[dir]
) as lines to the DEPS
file (the format is <NAME> <VERSION>
). Version is required in package filename but optional in DEPS
file. In order to launch Unvanquished, use one of the following commands:
# Runs the game and loads the “assets” package and its dependencies from “pkg/” directory:
./daemon -set fs_extrapaks assets
# Runs the game and loads the “assets” package and its dependencies from <PATH>
# when <PATH> is not one of the default Unvanquished paths:
./daemon -pakpath <PATH> -set fs_extrapaks assets
# In addition, load a shared-object gamelogic you compiled and allow it to be debugged,
# then launch the map “Platform 23” with cheats enabled after startup:
./daemon -pakpath <PATH> -set fs_extrapaks assets \
-set vm.sgame.type 3 -set vm.cgame.type 3 \
+devmap plat23
Run daemon.exe -pakpath <PATH>
, where <PATH>
is the path to the pkg/
directory that contains the game's assets.