A Post-Apocalyptic sci-fi rpg.
This is very rough. But still too good to let it die. I am really looking forward to accepting your Pull Requests and fixing some quirks on my own.
DNT source code is released under GPLv3 or any later version. The content created by the DNTeam is also released under GPLv3 or later. Other content is either licensed under GPLv2 or later or CC-BY or CC-BY-SA licenses.
See the detailed license attribution files at: ./data/models/building/licenses.txt ./data/models/junk/licenses.txt ./data/models/natural/licenses.txt ./data/models/objetos/licenses.txt ./data/models/personagens/licenses.txt ./data/models/street/licenses.txt ./data/models/vehicles/licenses.txt ./data/models/warnings/licenses.txt ./data/texturas/floor_indoor/licenses.txt ./data/texturas/floor_outdoor/licenses.txt
Any not explicit attributed file is, by default, licensed under GPLv3 or later, and was created by DNTeam.
See the DNT's GIT repository* to get source files for all contents on the game (.blend files).
- git://git.code.sf.net/p/dnt/code
The DNT compilation and execution needs some software and hardware. They are:
Software:
Cal3D - http://home.gna.org/cal3d/
OpenAL - www.openal.org
OpenGL
SDL - www.libsdl.org
SDL_image - www.libsdl.org/projects/SDL_image/
SDL_ttf - www.libsdl.org/projects/SDL_ttf/
LibVorbis - http://www.vorbis.com/
Hardware: Video Card with 3D aceleration, OpenGL compatible.
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Source-Code Distribution
a) LINUX, BSD, *NIX
To "install" DNT, decompact the tar.bz2, go to the directory "dnt", run "cmake ." , run "make" and, optionally, "make install".
Example:
farrer@anamabeka:
/$ tar -xvjf dnt.tar.bz2 farrer@anamabeka:/$ cd dnt farrer@anamabeka:/dnt/$ cmake . farrer@anamabeka:/dnt/$ make farrer@anamabeka:~/dnt/$ sudo make installNOTE: the 'make install' isn't necessary: you can run the game at its local folder.
NOTE: Any error in the "configure" proccess, probably is related with missing development packages for needed libraries. Check if you installed them.
NOTE: If you didn't install the game, in order to the language be changed, you'll need to do a "make install" only in the "po" folder. Otherwise, the game will be only in english.
b) WINDOWS (We hope you're not using it on Ruindow$).
To compile DNT on windows, you'll need the Code::Blocks IDE. Open the project at ./windows folder on it and compile. Don't blame us. Blame Microsoft!
c) OSX
To compile under OSX, do the same proccess described for the Linux platform ("a"). Aditionally, you can create the "dnt.app" bundle application by calling:
cmake -DCREATE_BUNDLE=1 .
instead of just "cmake ."
NOTE: The CREATE_BUNDLE option won't build the DNT editors, just the game itself.
d) Other
That's a long time since last time we checked DNT on an OS different of those described above. To compile on a different OS, try the same proccess described for *nix, if you have cmake ported for it. Any patches that would enable DNT use on more OS are welcome, just submit them as a pull request.
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Normal Execution (with "make install")
Just run "dnt" command. Or, to run the map editor just run "dntMapEditor" command.
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Local Execution (without "make install")
To execute the program without "make install", go to directory ./bin and run the file dnt .
Those are the defaults. You can change the keymap in the options.
mouse at left corner = turn camera (0-360°) left arrow = turn camera left (0-360°) mouse at right corner = turn camera (0-360°) right arrow = turn camera right (0-360°) up arrow = increases zoom (X-Ym) down arrow = decreases zoom (X-Ym) home = maximize zoom end = minimize zoom pageup = camera up (0-89°) pagedown = camera down (0-89°) insert = put camera on top delete = put camera on floor middle mouse button = move the camera freely
mouse right button = move character to position mouse left button = do some action a = turn left (0-360°) d = turn right (0-360°) w = forward (0-?) s = backward (0-?) q = move left (0-?) e = move right (0-?) tab = make active next character lctrl+tab = make active previous character y = protect effect space = enter battle mode r = show range of action
m = Open MiniMap window i = Open Inventory window c = Open Character Window j = Open Journal window
Contact us via the forum at http://dnt.dnteam.org .