Simple cross-platform FPS/RTS game engine. http://ducakar.github.io/openzone/.
For standalone packages, run bin/<platform>/openzone
executable to start the game, where
<platform>
is your operating system-instruction set pair.
Building is currently only supported under Linux. You can build Linux/Unix, Windows (MinGW) and
Native Client ports. See cmake/*.Toolchain.cmake
files for all supported platforms/toolchains.
GCC >= 5 and LLVM/Clang >= 3.4 are the only supported compilers.
Development packages of the following libraries are required to build OpenZone from source:
- ALSA (Linux only)
- libpng
- libvorbis
- Lua or LuaJIT
- openal-soft
- OpenGL or OpenGL ES
- opusfile
- PhysicsFS
- SDL2
- SDL2_ttf
- zlib
If you want to build the tools (OZ_TOOLS
option) you also need:
- Assimp
- FreeImage
- libnoise
- libsquish
The following development tools are required:
- CMake
- Ninja (optional, recommended)
- LLVM/Clang (optional, recommended)
- MinGW-w64 (optional, for building Windows-x86_64 port)
- NaCl SDK (optional, for building PNaCl port)
Clone the repository:
git clone --recursive https://github.com/ducakar/openzone.git
cd openzone
You can then use generic steps for building CMake projects:
mkdir -p build && cd build
cmake ..
make
cd ..
And then compile the game data:
./build/src/tools/ozBuild -CAZ data/oz_base
./build/src/tools/ozBuild -CAZ data/oz_main
./build/src/tools/ozBuild -CAZ data/oz_missions
After that the game is prepared for a test run:
./build/src/tools/openzone -p .
For building all supported configurations you can use ports.sh
and build.sh
scripts. ports.sh
(see Tools section) downloads and builds all required libraries for Emscripten and NaCl platforms
(NaCL or Emscripten SDK is required for this, of course), while build.sh
builds OpenZone for all
platforms. You can change variables at top of both scripts to change the list of enabled platforms
and whether you want to make debug or a release build.
Build scripts use Ninja as low-level build system instead of Make which is the default for CMake.
For building Linux and Windows builds, all required libraries need to be installed on your system.
MinGW64 is searched for in /usr/x86_64-w64-mingw32
by default. You may change that in
cmake/Windows-*.Toolchain.cmake
.
You may also want to adjust several options when configuring CMake build system:
-
OZ_SIMD
: Enable SIMD-specific implementation (SSE1 & ARM NEON) of linear algebra classes (Vec3, Vec4, Point, Plane, Quat, Mat3, Mat4). Currently it yields ~15% worse performance than the generic implementation sinceVec3
andPoint
become longer (4 floats v. 3 floats) and there are plenty of accesses to vector components in the code.OFF
by default. -
OZ_GL_ES
: Use OpenGL ES 2.0 instead of OpenGL 2.1.OFF
by default, forced toON
on NaCl. -
OZ_LUAJIT
: Use LuaJIT instead of the official Lua library. Lua scripts execute much faster but LuaJIT is written in assembler and supported only on x86 desktop platforms.OFF
by default. -
OZ_TOOLS
: Build tools required for building game data (see the next section).OFF
by default.
Compiler for game data. It compiler source game data into formats more suitable for OpenZone engine which results in much better run-time performance and much less code required to load the data.
Data sources are read from <pkgSrc>
directory. Output directory is share/openzone
by default
(you can specify it as an additional parameter after <pkgSrc>
if you wish otherwise). Last token
from <pkgSrc>
path is interpreted as the package name. The package is built inside
share/openzone/<pkgName>
directory and the game data archive is packed after successful build in
share/openzone/<pkgName>.zip
if run with -A
parameter. See "ozBuild --help
" for all options.
Note that temporary directory share/openzone/<pkgName>
is not cleared after build, so if you
remove any files from source data and rebuild package, removed files will still be cached in the
temporary directory and included into newly built package. Hence it's highly recommended to remove
all temporary directories ("rm -rf share/openzone/*
" on Linux) after removing something from the
game data or before doing the final build.
This tool was created to generate environment map for reflections (oz_base.zip/glsl/env.dds
).
It extracts to-be-localised strings from (source) game data and creates corresponding POT catalogue templates. That can be used to create new catalogues or update existing ones with standard gettext-based tools (e.g. Poedit).
Strings that are extracted for localisation are full contents of credits file
(<pkgSrc>/credits/<pkgName>.txt
) and names of BSPs and BPS models models
(in <pkgSrc>/baseq3/maps/*.json
) and object classes (in <pkgSrc>/class/*.json
). Those are
written into <pkgSrc>/lingua/<pkgName>/*.pot
catalogue template. Catalogues with translations
should be saved as <pkgSrc>/lingua/<lang>/<pkgName>.po
, where <lang>
is Linux language code
(usually first two letters in locale name, e.g. "sl" for "sl_SI.UTF-8" locale. Your current locale
on a Linux system is given in LANG
and/or LANGUAGE
environment variables).
For missions, strings are extracted from descriptions (in <pkgSrc>/mission/*/description.json
),
cinematic sequence titles (in <pkgSrc>/mission/*/*.sequence.json
) and from mission scripts
(parameters of ozGettext
functions found in <pkgSrc>/mission/*/*.lua
). Per-mission translation
catalogue is written into <pkgSrc>/mission/<missionName>/lingua/messages.pot
. Message catalogue
should be saved as <pkgSrc>/mission/<missionName>/lingua/<lang>.po
.
Note that ozbase is a special package and its POT catalogue template should be generated with gettext-ozbase.sh Bash script instead.
The following helper scripts are located in the root directory of the source tree.
Some targets have lots of source files and it would be hard to keep them all consistent and
up-to-date manually. Lists of source files in corresponding CMakeLists.txt
are thus generated by
this script.
Additionally this scripts updates version numbers in various files.
This script configures and/or builds OpenZone in the build
directory for a specified platform or
all supported platforms uncommented in the beginning of this script if <platform>
parameter is
omitted. NACL_SDK_ROOT
environment variable must be set for the NaCl build.
The following commands may be given:
clean
: Delete build(s).conf
: Delete build(s) and configure (but not build) them anew.- (none): Configure (if necessary) and build.
Run OpenZone with glc tool to capture video. Audio is captured from PulseAudio server and saved
into openzone-pa.wav
file.
Cleans up trailing blanks, duplicated empty lines and missing newlines at the end of files in the source tree.
Prints SLOC (source lines of code) statistics generated by SLOCCount and cloc (if found installed on the system).
Runs cppcheck tool for static code analysis. Output is written into cppcheck.log
.
Cleans up temporary, intermediate and backup files from a game source data directory.
Extracts internal strings for localisation from OpenZone source code and appends them to
<data_dir>/lingua/<data_dir_basename>.pot
.
NACL_SDK_ROOT
environment variable must be set to use this script.
The following alternative launches are available:
run
: creates symlinks to compiled data archives, HTML pages etc. in the target directory, starts a simple python web server in that directory at port 8000 (python -m http.server
) and openslocalhost:8000
in chromium browser to test the web-based NaCl port.manifest
: writesshare/openzone/manifest.json
file that contains list of game packeges together with their timestamps. Needed by NaCl to update cached game packages.
One of the following commands must be given:
src
: Create source archiveopenzone-src-<version>.tar.xz
.data
: Create compiled data archiveopenzone-data-<version>.tar.xz
. All data packages found inshare/openzone
directory are included.datasrc
: Create source data archiveopenzone-datasrc-<version>.tar.xz
. All source data packages found indata
directory are included.bundle
: Create a 7zip archive that contains Linux-x86_64, Windows-x86_64 standalone builds and compiled game data packages found inshare/openzone
.
Proxy script for invoking q3map2
BSP compiler from GtkRadiant in with appropriate parameters to
compile a BSP structures for OpenZone.
Linux-x86_64-Clang client is launched by default. <options>
are passed to the client command line.
The following alternative launches are available:
wine
: Installs and launches standalone Windows x86_64 port via Wine.
To generate documentation from source code with Doxygen, run
doxygen doc/Doxyfile
or, if you want to generate documentation for liboz only, run
doxygen doc/Doxyfile.liboz
from source tree root. Open doc/doxygen/html/index.html
or doc/doxygen.liboz/html/index.html
to
see documentation once it is generated.
Currently only liboz documentation is complete.
OpenZone engine is licensed under GNU General Public License version 3 or (at your option) any later
version (see COPYING
file). liboz library (src/ozCore
, src/ozEngine
and src/ozFactory
directories) is a part of OpenZone engine but can also be distributed or modified separately under
the zlib licence (see src/ozCore/COPYING
).
Libraries that may be bundled with binary distributions of OpenZone come under different licences.
See doc/README.html
for details.
Game data are obtained from various sources and covered by many different licences. See individual
README.txt
and COPYING.txt
files inside game data archives for details.
This program comes with ABSOLUTELY NO WARRANTY.