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An FPS/RTS hybrid game powered by the Daemon engine (a combination of ioq3 and XreaL)
C++ C GLSL CMake Shell Objective-C Other
branch: master

Merge pull request #736 from gmcode/gmsmallchanges

Small changes to references
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archlinux Archlinux: Don't handle unv:// URLs in starter script.
cmake Enable -Wextra and make the build pass with -Werror
debian Option for specifying the path to the NaCl helper binaries.
external_deps Make build.sh work on mac with two new hacks
macosx Version bump to Alpha 39
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CMakeLists.txt Add headers in CMakeLists.txt to help some IDEs parse the project cor…
COPYING.txt Bring licence info up to date.
GPL.txt Some clean-up of trailing white space.
README.md Automatically disable BUILD_GAME_NACL when cross-compiling. Fixes #713
appveyor.yml Configure appveyor
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build-macosx-app-single.sh Fix Mac .app build scripts
build-macosx-app-universal.sh Fix Mac .app build scripts
buildshaders.sh Store shaders as const char arrays.
download-pk3-torrent.sh Download torrent file via SSL inside download-pk3-torrent.sh.
download-pk3.sh Download script typo.
tarball.sh Resync tarball.sh with source tree.
update-version-number.sh Make update-version-number.sh update menu file versions too

README.md

Unvanquished

This repository contains the engine and gamelogic of the game Unvanquished. You need to download the game's assets in addition to that to make it run. See below for build and launch instructions.

Dependencies

zlib, libgmp, libnettle, libcurl, SDL2, GLEW, libpng, libjpeg ≥ 8, libwebp ≥ 0.2.0, Freetype, OpenAL, libogg, libvorbis, libspeex, libtheora, libopus, libopusfile

Buildtime

cmake

Optional

ncurses, libGeoIP

Build Instructions

Instead of make, you can use make -jN where N is your number of CPU cores to speed up compilation.

Visual Studio

  1. Run CMake.
  2. Choose your compiler.
  3. Open Daemon.sln and compile.

Linux, Mac OS X, MSYS

  1. mkdir build && cd build
  2. cmake ..
  3. make

Linux cross-compile to Windows

  1. mkdir build && cd build
  2. cmake -DCMAKE_TOOLCHAIN_FILE=cmake/cross-toolchain-mingw32.cmake ..¹
  3. make

¹ Use cross-toolchain-mingw64.cmake for a Win64 build.

Mac OS X universal app

  1. mkdir build32 && cd build32
  2. cmake -DCMAKE_OSX_ARCHITECTURES=i386 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.7 ..
  3. make
  4. cd ..
  5. mkdir build64 && cd build64
  6. cmake -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.7 ..
  7. make
  8. cd ..
  9. ./make-macosx-app.sh build32 build64

Launch Instructions

Linux, Mac OS X, MSYS

If Unvanquished's assets are installed on your system

  1. cd build
  2. ./daemon -pakpath PATH¹

¹ PATH is the path to the pkg directory that contains the game's assets.

If you don't have the assets

  1. cd build
  2. mkdir pkg
  3. ../download-pk3-torrent.sh pkg¹ or ../download-pk3.sh pkg²
  4. ./daemon

¹ Fast, requires aria2c. ² Unreliable speed, requires curl.

If you're a developer

As a developer, you will want to load your own assets in addition to those shipped with the game. To do that:

  1. cd build
  2. mkdir -p pkg; cd pkg
  3. ln -s ../../main git_source.pk3dir
  4. mkdir assets_source.pk3dir
  5. echo git > assets_source.pk3dir/DEPS

You can now put loose assets into assets_source.pk3dir or you can put additional pk3dir directories or pk3 containers inside pkg and add their names (the format is NAME_VERSION.pk3(dir)) as lines to the DEPS file. In order to launch Unvanquished, use one of the following commands:

  • ./daemon -pakpath PATH -set fs_extrapaks assets¹
  • ./daemon -pakpath PATH -set fs_extrapaks assets -set vm.sgame.type 3 -set vm.cgame.type 3 -set vm.sgame.debug 1 -set vm.cgame.debug 1 +devmap plat23²

¹ Runs the game and loads the assets package and its dependencies. PATH is the path to Unvanquished's base packages and maps. Omit -pakpath PATH if pkg contains these assets. ² In addition to 1., load a shared-object gamelogic you compiled and allow it to be debugged. Launch the map Platform 23 with cheats enabled after startup.

Windows

If Unvanquished's assets are installed on your system

Run Daemon.exe -pakpath PATH, where PATH is the path to the pkg directory that contains the game's assets.

If you don't have the assets

  1. Copy the pkg directory from the release zip (torrent, web) into your build directory.
  2. Run Daemon.exe.
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