# Xash3D FWGS Engine Xash3D FWGS icon [![GitHub Actions Status](https://github.com/FWGS/xash3d-fwgs/actions/workflows/c-cpp.yml/badge.svg)](https://github.com/FWGS/xash3d-fwgs/actions/workflows/c-cpp.yml) [![FreeBSD Build Status](https://img.shields.io/cirrus/github/FWGS/xash3d-fwgs?label=freebsd%20build)](https://cirrus-ci.com/github/FWGS/xash3d-fwgs) \ [![Discord Server](https://img.shields.io/discord/355697768582610945?logo=Discord&label=International%20Discord%20chat)](http://xash.su/discord/) [![Russian speakers Telegram Chat](https://img.shields.io/badge/Russian_speakers_Telegram_chat-gray?logo=Telegram)](https://t.me/flyingwithgauss) \ [![Download Daily Build](https://img.shields.io/badge/downloads-testing-orange)](https://github.com/FWGS/xash3d-fwgs/releases/tag/continuous) Xash3D ([pronounced](https://ipa-reader.com/?text=ks%C9%91%CA%82) `[ksɑʂ]`) FWGS is a game engine, aimed to provide compatibility with Half-Life Engine and extend it, as well as to give game developers well known workflow. Xash3D FWGS is a heavily modified fork of an original [Xash3D Engine](https://www.moddb.com/engines/xash3d-engine) by Unkle Mike. ## Donate [![Donate to FWGS button](https://img.shields.io/badge/Donate_to_FWGS-%3C3-magenta)](Documentation/donate.md) \ If you like Xash3D FWGS, consider supporting individual engine maintainers. By supporting us, you help to continue developing this game engine further. The sponsorship links are available in [documentation](Documentation/donate.md). ## Fork features * Steam Half-Life (HLSDK 2.5) support. * Crossplatform and modern compilers support: supports Windows, Linux, BSD & Android on x86 & ARM and [many more](Documentation/ports.md). * Better multiplayer: multiple master servers, headless dedicated server, voice chat, [GoldSrc protocol support](Documentation/goldsrc-protocol-support.md) and IPv6 support. * Multiple renderers support: OpenGL, GLESv1, GLESv2 and Software. * Advanced virtual filesystem: `.pk3` and `.pk3dir` support, compatibility with GoldSrc FS module, fast case-insensitivity emulation for crossplatform. * Mobility API: better game integration on mobile devices (vibration, touch controls). * Different input methods: touch and gamepad in addition to mouse & keyboard. * TrueType font rendering, as a part of mainui_cpp. * External VGUI support module. * PNG & KTX2 image format support. * Ogg Vorbis (`.ogg`) & Ogg Opus (`.opus`) audio formats support. * [A set of small improvements](Documentation/), without broken compatibility. ## Installation & Running 0) Get Xash3D FWGS binaries: you can use [testing](https://github.com/FWGS/xash3d-fwgs/releases/tag/continuous) build or you can compile engine from source code. 1) Copy engine binaries to some directory. 2) Copy `valve` directory from [Half-Life](https://store.steampowered.com/app/70/HalfLife/) to directory with engine binaries. If your CPU is NOT x86 compatible or you're running 64-bit version of the engine, you may want to compile [Half-Life SDK](https://github.com/FWGS/hlsdk-portable). This repository contains our fork of HLSDK and restored source code for Half-Life expansions and some mods. You still needed to copy `valve` directory as all game resources located there. 3) Run the main executable (`xash3d.exe` or AppImage). For additional info, run Xash3D with `-help` command line key. ### Android 0) Install the APK file. 1) Copy `valve` directory to a folder named `xash` in the Internal storage. 2) Run games from within the app. ## Reporting issues * Issues are accepted in both English and Russian. * They are only accepted if you run legally acquired product (e.g. Half-Life in Steam). ## Contributing code * Check the CONTRIBUTING.md file. ## Build instructions We are using Waf build system. If you have some Waf-related questions, I recommend you to read [Waf Book](https://waf.io/book/). **NOTE: NEVER USE GitHub's ZIP ARCHIVES. GitHub doesn't include external dependencies we're using!** ### Prerequisites If your CPU is x86 compatible and you're on Windows or Linux, we are building 32-bit code by default. This was done to maintain compatibility with Steam releases of Half-Life and based on it's engine games. Even if Xash3D FWGS does support targetting 64-bit, you can't load games without recompiling them from source code! If your CPU is NOT x86 compatible or you decided build 64-bit version of engine, you may want to compile [Half-Life SDK](https://github.com/FWGS/hlsdk-portable). This repository contains our fork of HLSDK and restored source code for Half-Life expansions and some mods. #### Windows (Visual Studio) * Install Visual Studio. * Install latest [Python](https://python.org) **OR** run `cinst python.install` if you have Chocolatey. * Install latest [Git](https://git-scm.com/download/win) **OR** run `cinst git.install` if you have Chocolatey. * Download [SDL2](https://libsdl.org/download-2.0.php) development package for Visual Studio. * Clone this repository: `git clone --recursive https://github.com/FWGS/xash3d-fwgs`. * Make sure you have at least 12GB of free space to store all build-time dependencies: ~10GB for Visual Studio, 300 MB for Git, 100 MB for Python and other. #### GNU/Linux ##### Debian/Ubuntu * Only for 32-bit engine on 64-bit x86 operating system: * Enable i386 on your system: `$ sudo dpkg --add-architecture i386`. * Install `aptitude` ([why?](https://github.com/FWGS/xash3d-fwgs/issues/1828#issuecomment-2415131759)): `$ sudo apt update && sudo apt upgrade && sudo apt install aptitude` * Install development tools: `$ sudo aptitude --without-recommends install git build-essential gcc-multilib g++-multilib libsdl2-dev:i386 libfreetype-dev:i386 libopus-dev:i386 libbz2-dev:i386 libvorbis-dev:i386 libopusfile-dev:i386 libogg-dev:i386`. * Set PKG_CONFIG_PATH environment variable to point at 32-bit libraries: `$ export PKG_CONFIG_PATH=/usr/lib/i386-linux-gnu/pkgconfig`. * For 64-bit engine on 64-bit x86 and other non-x86 systems: * Install development tools: `$ sudo apt install git build-essential python libsdl2-dev libfreetype6-dev libopus-dev libbz2-dev libvorbis-dev libopusfile-dev libogg-dev`. * Clone this repostory: `$ git clone --recursive https://github.com/FWGS/xash3d-fwgs`. ##### RedHat/Fedora * Only for 32-bit engine on 64-bit x86 operating system: * Install development tools: `$ sudo dnf install git gcc gcc-c++ glibc-devel.i686 SDL3-devel.i686 sdl2-compat-devel.i686 opus-devel.i686 freetype-devel.i686 bzip2-devel.i686 libvorbis-devel.i686 opusfile-devel.i686 libogg-devel.i686`. * Set PKG_CONFIG_PATH environment variable to point at 32-bit libraries: `$ export PKG_CONFIG_PATH=/usr/lib/pkgconfig`. * For 64-bit engine on 64-bit x86 and other non-x86 systems: * Install development tools: `$ sudo dnf install git gcc gcc-c++ SDL3-devel sdl2-compat-devel opus-devel freetype-devel bzip2-devel libvorbis-devel opusfile-devel libogg-devel`. * Clone this repostory: `$ git clone --recursive https://github.com/FWGS/xash3d-fwgs`. #### Android (Windows/Linux/macOS) * Install [Android Studio](https://developer.android.com/studio) (or the command line tools). * Install [Python](https://python.org) (at least 2.7, latest is better). * Install [Git](https://git-scm.com/download/win). * Install [Ninja](https://ninja-build.org/). * Install [CMake](https://cmake.org/) (for some dependencies). * Clone this repostory: `$ git clone --recursive https://github.com/FWGS/xash3d-fwgs`. #### iOS/iPadOS * Install Xcode from the appstore. * Install [Homebrew package manager](https://brew.sh). * Install build dependencies by running: `brew install python`. * Clone the SDL2 repo `$ git clone --recursive https://github.com/libsdl-org/SDL.git -b SDL2` and compile the iOS framework by navigating to SDL/Xcode/SDL and opening the Xcode project. * Clone this repository: `$ git clone --recursive https://github.com/FWGS/xash3d-fwgs`. ### Building #### Windows (Visual Studio) 0) Open command line. 1) Navigate to `xash3d-fwgs` directory. 2) (optional) Examine which build options are available: `waf --help`. 3) Configure build: `waf configure --sdl2=c:/path/to/SDL2`. 4) Compile: `waf build`. 5) Install: `waf install --destdir=c:/path/to/any/output/directory`. #### Linux If compiling 32-bit on amd64, make sure `PKG_CONFIG_PATH` from the previous step is set correctly, prior to running configure. 0) (optional) Examine which build options are available: `./waf --help`. 1) Configure build: `./waf configure` (you need to pass `-8` to compile 64-bit engine on 64-bit x86 processor). 2) Compile: `./waf build`. 3) Install: `./waf install --destdir=/path/to/any/output/directory`. #### Android (Windows/Linux/macOS) To build you should clone [SDL](https://github.com/libsdl-org/SDL) from `SDL2` branch and [HLSDK-portable](https://github.com/FWGS/hlsdk-portable) `mobile-hacks` branch repositories to 3rdparty folder, after that you should be able to open the project in Android Studio from `android` directory or manually call Gradle to build the APK. #### iOS/iPadOS (MacOS only) 0) (optional) Examine which build options are available: `./waf --help`. 1) Configure build: `./waf configure --ios --enable-bundled-deps --sdl2 (path/to/SDL2.framework)`, set `--ios-simulator` instead of `--ios` if you want to build for simulator. 2) Compile `./waf build`. 3) Navigate to `build` and copy your compiled SDL2.framework there, then add your game dylibs to `build/ios/libs/(gamedir)/(dlls/cl_dlls)`(You can also run `scripts/ios/buildhlsdk.sh` instead to automatically create an ipa with hlsdk dylibs) 4) Run `scripts/ios/createipa.sh` to create an installable ipa ### Running tests Tests are enabled with `--enable-tests` passed to `./waf configure` and can be run with `./waf --alltests`. This builds both standalone unit tests and a separate engine test binary (`xash3d_tests`) that embeds engine-level tests. The engine test binary requires no game assets.