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## Build Instructions | ||
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### windows/msvc | ||
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Install Visual Studio Community Edition 2017 or later and compile `quake3e` project from solution | ||
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`code/win32/msvc2017/quake3e.sln` | ||
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Copy resulting exe from `code/win32/msvc2017/output` directory | ||
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To compile with Vulkan backend - clean solution, right click on `quake3e` project, find `Project Dependencies` and select `renderervk` instead of `renderer` | ||
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--- | ||
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### windows/mingw | ||
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All build dependencies (libraries, headers) are bundled-in | ||
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Build with either `make ARCH=x86` or `make ARCH=x86_64` commands depending on your target system, then copy resulting binaries from created `build` directory or use command: | ||
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`make install DESTDIR=<path_to_game_files>` | ||
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--- | ||
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### generic/ubuntu linux/bsd | ||
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You may need to run the following commands to install packages (using fresh ubuntu-18.04 installation as example): | ||
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* sudo apt install make gcc libcurl4-openssl-dev mesa-common-dev | ||
* sudo apt install libxxf86dga-dev libxrandr-dev libxxf86vm-dev libasound-dev | ||
* sudo apt install libsdl2-dev | ||
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Build with: `make` | ||
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Copy the resulting binaries from created `build` directory or use command: | ||
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`make install DESTDIR=<path_to_game_files>` | ||
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--- | ||
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### Arch Linux | ||
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The package `quake3e-git` can either be installed through your favourite AUR helper, or manually using these commands: | ||
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Download the snapshot from AUR: | ||
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`curl -O https://aur.archlinux.org/cgit/aur.git/snapshot/quake3e-git.tar.gz` | ||
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Extract the snapshot: | ||
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`tar xfz quake3e-git.tar.gz` | ||
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Enter the extracted directory: | ||
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`cd quake3e-git` | ||
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Build and install `quake3e-git`: | ||
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`makepkg -risc` | ||
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--- | ||
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### raspberry pi os | ||
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Install the build dependencies: | ||
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* apt install libsdl2-dev libxxf86dga-dev libcurl4-openssl-dev | ||
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Build with: `make` | ||
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Copy the resulting binaries from created `build` directory or use command: | ||
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`make install DESTDIR=<path_to_game_files>` | ||
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--- | ||
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### macos | ||
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* install the official SDL2 framework to /Library/Frameworks | ||
* `brew install molten-vk` or install Vulkan SDK to use MoltenVK library | ||
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Build with: `make` | ||
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Copy the resulting binaries from created `build` directory | ||
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--- | ||
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Several Makefile options are available for linux/mingw/macos builds: | ||
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`BUILD_CLIENT=1` - build unified client/server executable, enabled by default | ||
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`BUILD_SERVER=1` - build dedicated server executable, enabled by default | ||
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`USE_SDL=0`- use SDL2 backend for video, audio, input subsystems, enabled by default, enforced for macos | ||
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`USE_VULKAN=1` - build vulkan modular renderer, enabled by default | ||
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`USE_OPENGL=1` - build opengl modular renderer, enabled by default | ||
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`USE_OPENGL2=0` - build opengl2 modular renderer, disabled by default | ||
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`USE_RENDERER_DLOPEN=1` - do not link single renderer into client binary, compile all enabled renderers as dynamic libraries and allow to switch them on the fly via `\cl_renderer` cvar, enabled by default | ||
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`RENDERER_DEFAULT=opengl` - set default value for `\cl_renderer` cvar or use selected renderer for static build for `USE_RENDERER_DLOPEN=0`, valid options are `opengl`, `opengl2`, `vulkan` | ||
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`USE_SYSTEM_JPEG=0` - use current system JPEG library, disabled by default | ||
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Example: | ||
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`make BUILD_SERVER=0 USE_RENDERER_DLOPEN=0 RENDERER_DEFAULT=vulkan` - which means do not build dedicated binary, build client with single static vulkan renderer |
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