From: bones_was_here Date: Tue, 2 Apr 2024 07:57:03 +0000 (+1000) Subject: README.md: various doc adjustments X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=4c463f6f55d52d529ca2080598dcbcd28af3b6b5;p=xonotic%2Fdarkplaces.git README.md: various doc adjustments GitHub happy splits `-rogue` over two lines... OS X Carbon is long gone (along with GLX and WGL). --- diff --git a/README.md b/README.md index 2a59e2f0..168a911e 100644 --- a/README.md +++ b/README.md @@ -22,7 +22,9 @@ Linux x86_64 builds are available in [GitHub CI](https://github.com/DarkPlacesEn More complete builds are available in [xonotic.org](https://beta.xonotic.org/autobuild/) engine zips. These support Windows, Linux and macOS, and include the current libraries needed for all features. -DarkPlaces supports many Quake-based games and you can select which it will run by renaming the executable so it's prefixed with the game's name, for example `rogue-sdl.exe`, or by passing a cmdline argument such as `-rogue`. This changes various engine behaviours and cvar defaults to suit the game. The supported list and related details are defined in [com_game.c](https://github.com/DarkPlacesEngine/darkplaces/blob/master/com_game.c). +DarkPlaces supports many Quake-based games and you can select which it will run by renaming the executable so it's prefixed with the game's name, for example `rogue-sdl.exe`, or by passing a cmdline argument +such as `-rogue`. This changes various engine behaviours and cvar defaults to suit the game. +The supported list and related details are defined in [com_game.c](https://github.com/DarkPlacesEngine/darkplaces/blob/master/com_game.c). Mods which aren't listed there can be run with (for example) `-game quake15` in which case DP will use the same behaviours and cvar defaults as for id1 Quake. @@ -32,8 +34,7 @@ All of Quake's data access is through a hierarchical file system, the contents of the file system can be transparently merged from several sources. The "base directory" is the path to the directory holding the quake.exe and -all game directories. The sys_* files pass this to host_init in -quakeparms_t->basedir. This can be overridden with the "-basedir" command +all game directories. This can be overridden with the "-basedir" command line parm to allow code debugging in a different directory. The base directory is only used during filesystem initialization. @@ -84,16 +85,16 @@ brew install sdl2 libjpeg-turbo libpng libvorbis curl ### Unix (General) -From a terminal, in the engine's root directory, input `make`. On macOS, input `make` with a target such as `make sdl-release`. - -Input `make help` for options. +From a terminal, in the engine's root directory, input `make help` to list the targets. +To build the main executable, input `make sdl-release` which creates the file called +`darkplaces-sdl` or `darkplaces-sdl.exe` (Windows). If you get errors (that don't seem to be about missing dependencies) try `make clean` before compiling, especially if you updated your system since the last time you compiled. ### Windows (Visual Studio) -May work but not recommended due to lack of support for C standards, and lack of maintenance. +May work but not recommended due to lack of support for C standards, and lack of maintenance. Instructions TODO. ## Contributing diff --git a/makefile b/makefile index 6b01dcbf..b62194cd 100644 --- a/makefile +++ b/makefile @@ -139,8 +139,6 @@ ifeq ($(DP_MAKE_TARGET), macosx) DP_LINK_CRYPTO_RIJNDAEL?=dlopen DP_LINK_XMP?=dlopen - # on OS X, we don't build the CL by default because it uses deprecated - # and not-implemented-in-64bit Carbon TARGETS_DEBUG=sv-debug sdl-debug TARGETS_PROFILE=sv-profile sdl-profile TARGETS_RELEASE=sv-release sdl-release