/etlegacy

ET: Legacy is based on the source code of the Wolfenstein: Enemy Territory which was released under the GPLv3 license. The main goal of this project is to fix bugs, remove old dependencies and make it playable on all major operating systems while still remaining compatible with the ET 2.60b version and as many of its mods as possible.

Primary LanguageCGNU General Public License v3.0GPL-3.0

ET: Legacy Build Status

A second breath of life for Wolfenstein: Enemy Territory

Website: http://www.etlegacy.com

Release downloads: http://dev.etlegacy.com/download

Wiki/FAQ: http://dev.etlegacy.com/projects/etlegacy/wiki

Forums: http://dev.etlegacy.com/projects/etlegacy/boards

Development (bug reports and feature requests): http://dev.etlegacy.com

Repository: https://github.com/etlegacy/etlegacy

IRC: #etlegacy on irc.freenode.net

INTRODUCTION

ET: Legacy is based on the raedwulf-et project which in turn is based on the GPL'd source code of Wolfenstein: Enemy Territory.

Its main goals are fixing bugs, cleaning up the codebase and adding useful features while remaining compatible with the ET 2.60b version.

For more information consult our changelog.

GENERAL NOTES

Game data and patching:

Wolfenstein: Enemy Territory is a free release, and can be downloaded from http://www.splashdamage.com/content/download-wolfenstein-enemy-territory

This source release contains only the engine and mod code but not any game data, which is still covered by the original EULA and must be obeyed as usual.

Compatibility with Enemy Territory 2.60b

Please remember that only if you compile ET:Legacy on a 32 bits system or crosscompile it for 32 bits architecture on a 64 bits system will you be able to play on 2.60b servers.

In case you are a running a 64 bits system, you probably might want to use the bundled libraries which are located in a separate etlegacy-libs repository and can be automatically downloaded using the git submodule command. See the next section for more details.

NOTE: Even if you have a 64 bits linux distribution which provides 32 bits versions of all the required libraries, you will also need the development libraries (-devel packages) installed on your system.

Dependencies

  • CMake (compile-time only)
  • OpenGL
  • GLEW, version 1.10
  • SDL, version 2.0 (we do recommend 2.0.3 - see SDL2 changelog!)
  • libjpeg, version 8, or libjpeg-turbo, version 1.3
  • libcurl (optional, enabled by default)
  • Lua, either version 5.1 or 5.2 (optional, enabled by default)
  • Ogg Vorbis (optional, enabled by default)
  • Freetype, version 2 (optional)
  • OpenAL (optional)
  • Jansson (optional)

To get the latest source code install git and clone our repository hosted at Github.com:

$ git clone git://github.com/etlegacy/etlegacy.git

If the required dependencies are not installed on your system run:

$ git submodule init
$ git submodule update

This downloads the essential dependencies into the libs/directory. You can choose whether to use bundled libraries instead of the system ones by changing the BUNDLED_LIBS variable in the CMakeList.txt configuration file. You can then select which bundled libraries to use by toggling the respective BUNDLED_XXX variable.

Compile and install

Linux

  • option A:

In terminal run:

$ mkdir build && cd build && cmake-gui ..

If you do not wish to install ET:Legacy system-wide simply run:

$ make

To install the binaries system-wide, you need to compile ET:Legacy with hardcoded fs_basepath.

First adjust the following variables in CMake:

  • INSTALL_DEFAULT_BASEDIR: sets default fs_basepath, i.e. where etl and etlded executables look for data files. In most cases it is CMAKE_INSTALL_PREFIX+INSTALL_DEFAULT_MODDIR. Defaults to empty value, because we want fs_basepath to be the current working directory when not installing the game system-wide.
  • (optional) INSTALL_DEFAULT_BINDIR: Location for executables. Appended to CMAKE_INSTALL_PREFIX. Defaults to "bin".
  • (optional) INSTALL_DEFAULT_MODDIR: Location for libraries and paks. Appended to CMAKE_INSTALL_PREFIX. Defaults to "share/etlegacy" and then "etmain" is appended to it.

Then compile ET:Legacy:

$ make
# make install
  • option B:

In terminal run:

$ ./easybuild.sh

Install:

$ cd build $ make install

Set the CMake variables (see option A) in file easybuild.sh before.

Crosscompiling on linux with mingw32

In terminal run:

$ mkdir build && cd build
$ cmake -DCMAKE_TOOLCHAIN_FILE=../cmake/Toolchain-cross-mingw32-linux.cmake ..
$ make

Mingw32 name is set to i686-pc-mingw32 by default. You may have to change that in cmake/Toolchain-cross-mingw32-linux.cmake depending on how it is called on your system.

Windows

  • option A: Visual Studio

    1. download the free Visual Studio C++ Express 2010
    2. when installing CMake, make sure it is added into your system PATH
    3. create a build directory inside the directory which contains ET:Legacy sources
    4. open Visual Studio Command Prompt (2010) (search for it in the Start menu) and cd to the newly created build directory
    5. run cmake -G "NMake Makefiles" -DBUNDLED_LIBS=YES .. && nmake ... or cmake -G "Visual Studio 10" .. and open the resulting project in VS 2010
  • option B: QtCreator

    1. download the free QtCreator
    2. open the CMakeLists.txt file in QtCreator.

NOTES:

In order to compile the jpeg library properly there is a need for a file named 'win32.mak'. Unfortunately this file isn't shipped with later Windows SDK versions. Solution: Get the Windows SDK 7 and copy 'win32.mak' to libs/jpeg/.

If the build fails during libcurl compilation because of missing sed utility, download it from http://gnuwin32.sourceforge.net/packages/sed.htm and place it into your system path or copy it into MSVC/VC/bin. It also comes with Git and can be placed into your system path automatically if you select that option during Git installation.

If compilation of bundled libraries is aborted for any reason, you will probably need to clean libs/ directory and start over. This can be done by executing git clean -df && git reset --hard HEAD inside libs/ directory.

Mac OS X

  • Building and Installation

In Terminal, run:

$ ./easybuild.sh
$ cd build && make install && cd ../

This will put an 'etlegacy' folder into your user folder.

In the legacy mod folder, the cgame_mac and ui_mac files are redundant since they're in the etl_bin.pk3 and will be extracted at runtime, so you can delete those. The client is named etl.app (and can safely be renamed), while the dedicated server is just a command-line binary named "etded".

LICENSE

See COPYING.txt for the GNU GENERAL PUBLIC LICENSE

ADDITIONAL TERMS: The Wolfenstein: Enemy Territory GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU GPL which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

EXCLUDED CODE: The code described below and contained in the Wolfenstein: Enemy Territory GPL Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms. You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.

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