![]() While binary distributions of Xonotic are available, they teach the bad practice of downloading binaries from a third-party. Most of the developers I know don't know how to read a makefile, and certainly a regular user shouldn't have to know. ![]() Really, the build process is up to the developer, but if one were to use a non-standard makefile, they ought to include some instructions on using it. Most software with external build dependencies include instructions in either an INSTALL or a README file with the source distribution so that others building the software will know what other things need to be available on their system in order to build an execute the software. After that, it failed to build due to a missing dependency. In order to compile it, I had to read the makefile itself to see what the build targets were. When I downloaded the source distribution, I noticed a ready-to-go Makefile and gave it a go, only to get a report of "nothing to do" which made no sense to me. However, I'm also very familiar with using cmake. To compile, run:Īs a GNU+Linux user and developer, I've grown fond of and familiar with the GNU build process using the GNU autotools. A makefile for this is contained in the source directory. The gamecode is found in the "source/qcsrc" directory in the xonotic-data pk3 file (which is a zip file). Compiling it is a straightforward "make gmqcc". If you want to compile the gamecode as well, you'll need to grab the gmqcc compiler from our repos at /xonotic/gmqcc.git. If it isn't, the source code for this darkplaces branch, including makefiles, can be taken from our git repos or from the source directory in the Xonotic release (see next paragraph). I'm making this explicit because we're using the branch div0-stable from our git repositories, and I'm not sure the master branch is compatible with Xonotic. I'm assuming above that your engine is compatible with Xonotic 0.8. You can let the engine know where to look for the data directory either by launching it from the parent directory of data/, or by passing that parent directory with the -gamedir commandline parameter. To run the game using these resource files, you'll have to put them in a directory called "data" and call the darkplaces engine with commandline parameter -xonotic. zip file, as they form the bulk of it anyway. Xonotic-20150113-nexcompat.pk3which you can grab from our rsync server in the following directory: rsync:///release-Xonotic/data/ or simply get them from the release. ![]() (01-18-2015, 03:33 PM)Zerock Wrote: (01-18-2015, 03:12 PM)end user Wrote: You can run GIT with these instructions or just download the. Please actually read someone's post before ignorantly suggesting they do exactly what they were trying to avoid. The question I asked was if there's a way to use the darkplaces engine from the command line to launch Xonotic if I have Xonotic's resources, since compiling Xonotic from source is not a pleasant experience and the underlying engine is already present in my operating system's software repositories. I feel more secure downloading from there than from a third-party (from my perspective) site, even if that site is the upstream developer, UNLESS that download is source code/resources. My operating system supplies the darkplaces engine in its software repositories, which is my preferred location to download software. I made a single complaint: compiling Xonotic is comparatively difficult (it doesn't follow the GNU build process or really any other standard build process). I know how to use Git, and I could just download the binary however, neither of those address the issue I'm dealing with. This is a pristine example of a situation where someone clearly did not understand the situation at hand. (01-18-2015, 03:12 PM)end user Wrote: You can run GIT with these instructions or just download the.
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