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BUILD.md

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Build Instructions

windows/msvc

Install Visual Studio Community Edition 2017 or later and compile quake3e project from solution

code/win32/msvc2017/quake3e.sln

Copy resulting exe from code/win32/msvc2017/output directory

To compile with Vulkan backend - clean solution, right click on quake3e project, find Project Dependencies and select renderervk instead of renderer


windows/mingw

All build dependencies (libraries, headers) are bundled-in

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:

make install DESTDIR=<path_to_game_files>


generic/ubuntu linux/bsd

You may need to run the following commands to install packages (using fresh ubuntu-18.04 installation as example):

  • 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

Build with: make

Copy the resulting binaries from created build directory or use command:

make install DESTDIR=<path_to_game_files>


Arch Linux

The package quake3e-git can either be installed through your favourite AUR helper, or manually using these commands:

Download the snapshot from AUR:

curl -O https://aur.archlinux.org/cgit/aur.git/snapshot/quake3e-git.tar.gz

Extract the snapshot:

tar xfz quake3e-git.tar.gz

Enter the extracted directory:

cd quake3e-git

Build and install quake3e-git:

makepkg -risc


raspberry pi os

Install the build dependencies:

  • apt install libsdl2-dev libxxf86dga-dev libcurl4-openssl-dev

Build with: make

Copy the resulting binaries from created build directory or use command:

make install DESTDIR=<path_to_game_files>


macos

  • install the official SDL2 framework to /Library/Frameworks
  • brew install molten-vk or install Vulkan SDK to use MoltenVK library

Build with: make

Copy the resulting binaries from created build directory


Several Makefile options are available for linux/mingw/macos builds:

BUILD_CLIENT=1 - build unified client/server executable, enabled by default

BUILD_SERVER=1 - build dedicated server executable, enabled by default

USE_SDL=0- use SDL2 backend for video, audio, input subsystems, enabled by default, enforced for macos

USE_VULKAN=1 - build vulkan modular renderer, enabled by default

USE_OPENGL=1 - build opengl modular renderer, enabled by default

USE_OPENGL2=0 - build opengl2 modular renderer, disabled by default

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

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

USE_SYSTEM_JPEG=0 - use current system JPEG library, disabled by default

Example:

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