diff --git a/README.md b/README.md index 49d83800..97efe0e7 100644 --- a/README.md +++ b/README.md @@ -84,18 +84,17 @@ You can make your own mod that either requires the original game data or a new g that does not. Please read the **Creating standalone games** section for more information on the latter. -For *nix +For *nix, 1. ```git clone git://github.com/ioquake/ioq3.git``` 2. ```cd ioq3``` 3. Install dependencies according to your operating system's instructions. - for apt-based systems, ```sudo apt-get install cmake libsdl2-dev ninja-build``` - 4. Run these commands: - ```cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release``` + for apt-based systems, ```sudo apt install cmake libsdl2-dev``` + 4. ```cmake -S . -B build -DCMAKE_BUILD_TYPE=Release``` ```cmake --build build``` 5. The resulting files will be in the ```build``` directory. For Windows, - 1. Install Visual Studio Community Edition from Microsoft + 1. Install Visual Studio Community Edition from Microsoft. https://visualstudio.microsoft.com/vs/community/ 2. Install CMake https://cmake.org/cmake/download 3. Clone our git repository either using the command-line or a GUI tool: @@ -103,28 +102,31 @@ For Windows, 4. Compile using Visual Studio by selecting our CMakeLists.txt and clicking Build. 5. Or using the command-line: ```cmake -S . -B build -G "Visual Studio 17 2022"``` - ```make --build build --config Release``` + ```cmake --build build --config Release``` For macOS, - 1. Install XCode + 1. Install XCode. 2. CMake via homebrew https://brew.sh or your package manager of choice. 3. ```git clone git://github.com/ioquake/ioq3.git``` 4. ```cd ioq3``` - 5. ```cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release``` + 5. ```cmake -S . -B build -DCMAKE_BUILD_TYPE=Release``` 6. ```cmake --build build``` 7. Copy the resulting ```ioquake3.app``` in ```/build/``` to your ```/Applications/ioquake3``` folder. -For Web, building with Emscripten +For Emscripten, 1. Follow the installation instructions for the Emscripten SDK including - setting up the environment with emsdk_env. - 2. Run `emmake make debug` (or release). - 3. Copy or symlink your baseq3 pk3 files into the `build/debug-emscripten-wasm32/baseq3` + setting up the environment with emsdk_env. https://emscripten.org/ + 2. ```git clone git://github.com/ioquake/ioq3.git``` + 3. ```cd ioq3``` + 4. ```emcmake -S . -B build -DCMAKE_BUILD_TYPE=Release``` + 5. ```cmake --build build``` + 3. Copy or symlink your baseq3 pk3 files into the `build/Release/baseq3` directory so they can be loaded at run-time. Only game files listed in `client-config.json` will be loaded. 4. Start a web server serving this directory. `python3 -m http.server` is an easy default that you may already have installed. - 5. Open `http://localhost:8000/build/debug-emscripten-wasm32/ioquake3.html` + 5. Open `http://localhost:8000/build/Release/ioquake3.html` in a web browser. Open the developer console to see errors and warnings. 6. Debugging the C code is possible using a Chrome extension. For details see https://developer.chrome.com/blog/wasm-debugging-2020