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145 lines
9.8 KiB
Markdown
145 lines
9.8 KiB
Markdown
# Xash3D FWGS Engine <img align="right" width="128" height="128" src="https://github.com/FWGS/xash3d-fwgs/raw/master/game_launch/icon-xash-material.png" alt="Xash3D FWGS icon" />
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[](https://github.com/FWGS/xash3d-fwgs/actions/workflows/c-cpp.yml) [](https://cirrus-ci.com/github/FWGS/xash3d-fwgs) \
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[](http://xash.su/discord/) [](https://t.me/flyingwithgauss) \
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[](https://github.com/FWGS/xash3d-fwgs/releases/tag/continuous)
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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.
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Xash3D FWGS is a heavily modified fork of an original [Xash3D Engine](https://www.moddb.com/engines/xash3d-engine) by Unkle Mike.
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## Donate
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[](Documentation/donate.md) \
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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).
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## Fork features
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* Steam Half-Life (HLSDK 2.5) support.
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* Crossplatform and modern compilers support: supports Windows, Linux, BSD & Android on x86 & ARM and [many more](Documentation/ports.md).
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* Better multiplayer: multiple master servers, headless dedicated server, voice chat, [GoldSrc protocol support](Documentation/goldsrc-protocol-support.md) and IPv6 support.
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* Multiple renderers support: OpenGL, GLESv1, GLESv2 and Software.
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* Advanced virtual filesystem: `.pk3` and `.pk3dir` support, compatibility with GoldSrc FS module, fast case-insensitivity emulation for crossplatform.
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* Mobility API: better game integration on mobile devices (vibration, touch controls).
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* Different input methods: touch and gamepad in addition to mouse & keyboard.
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* TrueType font rendering, as a part of mainui_cpp.
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* External VGUI support module.
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* PNG & KTX2 image format support.
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* Ogg Vorbis (`.ogg`) & Ogg Opus (`.opus`) audio formats support.
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* [A set of small improvements](Documentation/), without broken compatibility.
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## Installation & Running
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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.
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1) Copy engine binaries to some directory.
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2) Copy `valve` directory from [Half-Life](https://store.steampowered.com/app/70/HalfLife/) to directory with engine binaries.
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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).
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This repository contains our fork of HLSDK and restored source code for Half-Life expansions and some mods.
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You still needed to copy `valve` directory as all game resources located there.
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3) Run the main executable (`xash3d.exe` or AppImage).
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For additional info, run Xash3D with `-help` command line key.
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### Android
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0) Install the APK file.
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1) Copy `valve` directory to a folder named `xash` in the Internal storage.
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2) Run games from within the app.
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## Reporting issues
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* Issues are accepted in both English and Russian.
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* They are only accepted if you run legally acquired product (e.g. Half-Life in Steam).
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## Contributing code
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* Check the CONTRIBUTING.md file.
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## Build instructions
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We are using Waf build system. If you have some Waf-related questions, I recommend you to read [Waf Book](https://waf.io/book/).
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**NOTE: NEVER USE GitHub's ZIP ARCHIVES. GitHub doesn't include external dependencies we're using!**
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### Prerequisites
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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.
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Even if Xash3D FWGS does support targetting 64-bit, you can't load games without recompiling them from source code!
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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).
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This repository contains our fork of HLSDK and restored source code for Half-Life expansions and some mods.
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#### Windows (Visual Studio)
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* Install Visual Studio.
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* Install latest [Python](https://python.org) **OR** run `cinst python.install` if you have Chocolatey.
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* Install latest [Git](https://git-scm.com/download/win) **OR** run `cinst git.install` if you have Chocolatey.
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* Download [SDL2](https://libsdl.org/download-2.0.php) development package for Visual Studio.
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* Clone this repository: `git clone --recursive https://github.com/FWGS/xash3d-fwgs`.
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* 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.
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#### GNU/Linux
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##### Debian/Ubuntu
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* Only for 32-bit engine on 64-bit x86 operating system:
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* Enable i386 on your system: `$ sudo dpkg --add-architecture i386`.
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* Install `aptitude` ([why?](https://github.com/FWGS/xash3d-fwgs/issues/1828#issuecomment-2415131759)): `$ sudo apt update && sudo apt upgrade && sudo apt install aptitude`
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* 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`.
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* Set PKG_CONFIG_PATH environment variable to point at 32-bit libraries: `$ export PKG_CONFIG_PATH=/usr/lib/i386-linux-gnu/pkgconfig`.
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* For 64-bit engine on 64-bit x86 and other non-x86 systems:
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* Install development tools: `$ sudo apt install git build-essential python libsdl2-dev libfreetype6-dev libopus-dev libbz2-dev libvorbis-dev libopusfile-dev libogg-dev`.
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* Clone this repostory: `$ git clone --recursive https://github.com/FWGS/xash3d-fwgs`.
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##### RedHat/Fedora
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* Only for 32-bit engine on 64-bit x86 operating system:
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* 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`.
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* Set PKG_CONFIG_PATH environment variable to point at 32-bit libraries: `$ export PKG_CONFIG_PATH=/usr/lib/pkgconfig`.
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* For 64-bit engine on 64-bit x86 and other non-x86 systems:
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* 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`.
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* Clone this repostory: `$ git clone --recursive https://github.com/FWGS/xash3d-fwgs`.
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#### Android (Windows/Linux/macOS)
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* Install [Android Studio](https://developer.android.com/studio) (or the command line tools).
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* Install [Python](https://python.org) (at least 2.7, latest is better).
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* Install [Git](https://git-scm.com/download/win).
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* Install [Ninja](https://ninja-build.org/).
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* Install [CMake](https://cmake.org/) (for some dependencies).
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* Clone this repostory: `$ git clone --recursive https://github.com/FWGS/xash3d-fwgs`.
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#### iOS/iPadOS
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* Install Xcode from the appstore.
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* Install [Homebrew package manager](https://brew.sh).
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* Install build dependencies by running: `brew install python`.
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* 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.
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* Clone this repository: `$ git clone --recursive https://github.com/FWGS/xash3d-fwgs`.
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### Building
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#### Windows (Visual Studio)
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0) Open command line.
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1) Navigate to `xash3d-fwgs` directory.
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2) (optional) Examine which build options are available: `waf --help`.
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3) Configure build: `waf configure --sdl2=c:/path/to/SDL2`.
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4) Compile: `waf build`.
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5) Install: `waf install --destdir=c:/path/to/any/output/directory`.
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#### Linux
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If compiling 32-bit on amd64, make sure `PKG_CONFIG_PATH` from the previous step is set correctly, prior to running configure.
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0) (optional) Examine which build options are available: `./waf --help`.
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1) Configure build: `./waf configure` (you need to pass `-8` to compile 64-bit engine on 64-bit x86 processor).
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2) Compile: `./waf build`.
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3) Install: `./waf install --destdir=/path/to/any/output/directory`.
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#### Android (Windows/Linux/macOS)
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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.
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#### iOS/iPadOS (MacOS only)
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0) (optional) Examine which build options are available: `./waf --help`.
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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.
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2) Compile `./waf build`.
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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)
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4) Run `scripts/ios/createipa.sh` to create an installable ipa
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### Running tests
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Tests are enabled with `--enable-tests` passed to `./waf configure` and can be run with `./waf --alltests`.
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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.
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