Game client and server for ActionFPS
You have two choices:
- Download a pre-built binary.
- Run from sources.
You have two download choices:
Run from source
- Install Windows Visual C++ Studio Express 2010
source/vcpp/cube.vcxprojand build "Release"
- Install ActionFPS & copy
packagesdirectory from there into here. This is because we're separating media from code.
On Ubuntu or the like:
$ sudo apt-get install clang make automake libsdl1.2-dev libogg-dev \ libsdl-image1.2-dev libcurl4-openssl-dev libopenal-dev libvorbis-dev openssl libssl-dev -y $ (cd source/src && make install) $ ./install-packages.sh $ ./actionfps.sh
$ brew install openssl $ ./install-packages.sh $ (cd source/xcode && make) $ open source/xcode/build/Release/actionfps.dmg
Connect to a test server
This server is synchronised with the
In the game, type:
/connect woop.ac 7654 or open link
actionfps://woop.ac:7654 in your browser.
packages directory is separated from the repository.
AssaultCube packages are download at installation time on Windows and Linux.
This brings several benefits:
- Licences are now clearly separated - the codebase can stay zlib.
- Will enforce a decoupled architecture so that game releases do not depend on media releases and force us to make sane choices.
- Separation of concerns.
- Smaller downloads and easier distribution.
- Smaller repository.
Goal would be download the media not at installation time, but at runtime. This would enable:
- Versioning, repositories, etc, of individual media for improved sharing. It would be possible, for example, for people to manage the lifecycle of their maps and media. We would be able to fetch stuff
- Adding new media without having to re-release the game.
- Provide extremely fast media downloads by using CDN or BitTorrent (yes this is possible!).