Unvanquished is an arena game with RTS elements (you can build) in which two very different factions fight.
Windows | OSX | Linux |
---|---|---|
ℹ️ We provide ready-to-use downloads for the Unvanquished game on the download page.
ℹ️ This repository contains the source code for the game logic of Unvanquished.
💡️ If you only want to play the game or run a server and want to rebuild, you only need to build the Dæmon engine and download the game's assets.
💡️ You need to build this repository if you want to contribute to the game logic or make a mod with custom game logic binaries.
See below for build and launch instructions.
To fetch and build Unvanquished, you'll need:
git
,
cmake
,
python
= 2,
python-yaml
,
python-jinja
,
and a C++11 compiler. The following are actively supported:
gcc
≥ 4.8,
clang
≥ 3.5,
Visual Studio/MSVC (at least Visual Studio 2019).
Required:
zlib
,
libgmp
,
libnettle
,
libcurl
,
SDL2
,
GLEW
,
libpng
,
libjpeg
≥ 8,
libwebp
≥ 0.2.0,
Freetype
,
Lua
,
OpenAL
,
libogg
,
libvorbis
,
libtheora
,
libopus
,
libopusfile
.
Optional:
ncurses
.
Also required:
base-devel
.
And for 64-bit: mingw-w64-x86_64-{toolchain,cmake,aria2}
,
or 32-bit: mingw-w64-i686-{toolchain,cmake,aria2}
.
MSYS2 is an easy way to get MingW compiler and build dependencies, the standalone MingW on Windows also works.
Unvanquished requires several sub-repositories to be fetched before compilation. If you have not yet cloned this repository:
git clone --recurse-submodules https://github.com/Unvanquished/Unvanquished.git
If you have already cloned:
cd Unvanquished/
git submodule update --init --recursive
ℹ️ If cmake complains about missing files in daemon/
folder or similar issue then you have skipped this step.
If you don't have the assets, you can download them first. You can download an universal zip from the download page, here is the link to the latest version. The pkg/
folder would have to be stored next to your daemon
binary.
Otherwise you can use the package downloader script. This script can use aria2c
, curl
or wget
.aria2c
is recommended.
You can do ./download-paks --help
for more options.
./download-paks build/pkg
ℹ️ This will build both the game engine and the game logic. Building both makes things more convenient for testing and debugging.
💡️ Instead of -j4
you can use -jN
where N
is your number of CPU cores to distribute compilation on them. Linux systems usually provide a handy nproc
tool that tells the number of CPU core so you can just do -j$(nproc)
to use all available cores.
Enter the directory before anything else:
cd Unvanquished/
- Run CMake.
- Choose your compiler.
- Open
Unvanquished.sln
and compile.
Produced files will be stored in a new directory named build
.
cmake -H. -Bbuild
cmake --build build -- -j4
cmake -H. -Bbuild -G "MSYS Makefiles"
cmake --build build -- -j4
💡️ For a 32-bit build use the cross-toolchain-mingw32.cmake
toolchain file instead.
cmake -H. -Bbuild -DCMAKE_TOOLCHAIN_FILE=cmake/cross-toolchain-mingw64.cmake
cmake --build build -- -j4
ℹ️ On Windows you'll have to use daemon.exe
and daemonded.exe
instead of ./daemon
and ./daemonded
, everything else will be the same.
First, enter the build/
folder:
cd build
Assuming the pkg/
folder is stored next to the daemon
binary:
./daemon
You can also use -pakpath
to load assets from a pkg/
folder stored somewhere else, <PATH>
stands for the path to the pkg/
folder.
./daemon -pakpath <PATH>
If you want to run a server, you may prefer to use the non-graphical daemonded
server binary instead of daemon
and start the first map (here, plat23 is used as an example) from the command line.
Assuming the pkg/
folder is stored next to the daemonded
binary:
./daemonded +map plat23
You can use -pakpath
to load assets from a pkg/
folder stored somewhere else (see above).
You may want to copy and extend some configuration samples, they must be stored in your user home directory, for details see the game locations wiki page and the page about running a server.
ℹ️ This is not a tutorial to distribute a modified game usable by players, see below for a quick mod build and packaging tutorial).
ℹ️ This is not needed to run the released game or a server.
As a developer, you may want to run the game logic as a shared library and load modified assets from the pkg/unvanquished_src.dpkdir
submodule.
Assuming you already have a release pkg/
folder, you can do it this way:
./daemon -pakpath ../pkg -set vm.sgame.type 3 -set vm.cgame.type 3
Note that only the basic unvanquished_src.dpkdir
asset package is provided that way, and running Unvanquished only with that package will bring you some warnings about other missing packages and you will miss soundtrack and stuff like that.
ℹ️ If you are looking for the sources of the whole assets, have a look at the UnvanquishedAssets repository. Beware that unlike the unvanquished_src.dpkdir
package most of them can't be loaded correctly by the engine without being built first.
To make a mod, you need to create a dpk archive containing the files for your mod, including the custom game logic binaries if you produce some.
If your mod requires custom game logic binaries, you need to build the game as system-independent nexe
binaries:
# In the Unvanquished/ directory
cmake -H. -Bbuild -D'BUILD_GAME_NACL'=ON
cmake --build build -- -j4
You have to put all your custom files in a dpkdir. For example we will name the mod “mod-custom” so the dpkdir will be stored as pkg/mod-custom_src.dpkdir
. Copy to this directory all your custom files to be shipped with the mod.
cd build
mkdir -p pkg/mod-custom_src.dpkdir
If you built custom game logic binaries, copy the .nexe
files in that folder.
cp [cs]game-*[46].nexe pkg/mod-custom_src.dpkdir
Assuming the Unvanquished released assets are stored in a pkg/
folder next to the daemon
binary, you can then test your mod this way (loading it as nexe
binary), here with the plat23 map as an example:
./daemon -set fs_extrapaks mod-custom +map plat23
You can use -pakpath
to load base assets from a pkg/
folder stored somewhere else (see above).
For debugging purpose, you can run your mod as a shared library:
./daemon -set fs_extrapaks mod-custom \
-set vm.sgame.type 3 -set vm.cgame.type 3 \
+map plat23
Once you've successfully tested your code as nexe
binary, you create a dpk archive, this is a classic zip archive with a .dpk
file extension. The zip should not contain the dpkdir directory but the content of it:
( cd pkg/mod-custom_src.dpkdir ; zip ../mod-custom_0.1.dpk . )
The dpk file is named this way: <BASENAME>_<VERSION>.dpk
. Here the basename is mod-custom
and the version is 0.1
. The version string for dpk packages better start with a number, see the packaging version guidelines and the dpk format wiki pages for details.
You then start a game server with your custom mod this way:
./daemonded -set fs_extrapaks mod-custom +map plat23
See above instructions about configuring the server and the wiki page for running a server providing more details, including ways to provide fast HTTP download for your mod.