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Mech Commander 2 open source engine + OpenGL Linux port. Original Author: alariq

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Mech Commander 2 open source engine + Linux port.

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!NB: as russia conducts war in Ukraine I have no time to support this project until we will get rid of orcs. You are encouraged to help.

Disclaimer: I consider this project finished for now, there is a lot more to do for someone who wants to improve the game, but all functionality (except networking) is implemented and I've passed the game on my Linux box. Also found original game bugs and crashes are fixed.

This port is an open source implementation of a closed MC2 engine code using available interface (.h) files. Currently game can be run on both Linux and Windows in 64bit mode. Fixed a lot of bugs (including ones present in original game). Sound system is not fully implemented (panning, doppler, etc. not supported yet)

TODO:

  • fix remaining memory leaks (finish implementation of memory heaps)
  • make nice data packs, so not only me can play the game :-) (in progress, see data repo
  • actually finish all missions in the game
  • make sure no files are created outside of user directory
  • reduce draw calls number
  • reimplement/optimize priority queue
  • finish moving lighting to shaders (move whole lighting there, not only shader-based drawing of CPU-prelit vertices like I do now)
  • Update graphics to 2018 2020 2021
  • Add network support?
  • I am sure there is more

Original game was released under Shared Source Limited Permission License (please refer to EULA.txt) My code is licenced under GPL v.3 (see license.txt)

Building on Windows

To build on windows use CMake

Ensure, that you have all necessary dependencies: SDL2, SDL_mixer, zlib, glew I recommend to get zlib sources and build them by hand (do not forget to copy zconf.h)

Just for a reference here is how my 3rdparty tree looks like

|   
+---bin
+---include
|   |   zconf.h
|   |   zlib.h
|   |   
|   +---GL
|   |       eglew.h
|   |       glew.h
|   |       glxew.h
|   |       wglew.h
|   |       
|   \---SDL2
|           all sdl headers (SDL_mixer shiuld be there as well)
|           
\---lib
    +---x64
    |       glew32.lib
    |       glew32s.lib
    |       libFLAC-8.dll
    |       libmodplug-1.dll
    |       libmpg123-0.dll
    |       libogg-0.dll
    |       libvorbis-0.dll
    |       libvorbisfile-3.dll
    |       SDL2.dll
    |       SDL2.lib
    |       SDL2main.lib
    |       SDL2test.lib
    |       SDL2_mixer.dll
    |       SDL2_mixer.lib
    |       zlib.dll
    |       zlib.lib
    |       zlibstatic.lib
    |       
    \---x86
            glew32.lib
            glew32s.lib
            libFLAC-8.dll
            libmodplug-1.dll
            libmpg123-0.dll
            libogg-0.dll
            libvorbis-0.dll
            libvorbisfile-3.dll
            LICENSE.FLAC.txt
            LICENSE.modplug.txt
            LICENSE.mpg123.txt
            LICENSE.ogg-vorbis.txt
            SDL2.dll
            SDL2.lib
            SDL2main.lib
            SDL2test.lib
            SDL2_mixer.dll
            SDL2_mixer.lib
            zlib.dll
            zlib.lib
            zlibstatic.lib

You may already have your dependencies installed in other place(s), so just make sure CMake knows where to find them.

Now:

git clone https://github.com/alariq/mc2.git
cd mc2
md build64
cd build64
cmake.exe -G "Visual Studio 15 2017 Win64" -DCMAKE_PREFIX_PATH=c:/path_to_your_dependencies/ -DCMAKE_LIBRARY_ARCHITECTURE=x64 ..

(to generate project for VS1027 for 64bit build)

or for 32bit build:

cmake.exe -G "Visual Studio 15 2017 Win64" -DCMAKE_PREFIX_PATH=c:/path_to_your_dependencies/ -DCMAKE_LIBRARY_ARCHITECTURE=x86 ..

Now run generated solution and try to build it!

Now build string resources

First use script in test_scripts/res_conv/res_conv.pl to generate strings.res.cpp and strings.res.h`` files or just take them from that folder Then copy them to ./res``` folder Then:

cd res
md build64
cd build 64
cmake.exe -G "Visual Studio 15 2017 Win64" -DCMAKE_LIBRARY_ARCHITECTURE=x64 ..

put resulting dll along with executable file

Building data

Data files are located in a separate repository Building data is just a matter of executing make command. You can find instruction on how to do it there. But first one needs to build all necessary tools. There are 2 projects which have to be built:

  • data_tools
  • text_tool

All steps are same as for the main application. As a result you'll have next binaries: aseconv, makefst, makersp, mpak, text_tool. Copy those to the build_scripts folder in mc2srcdata repository.

Once everything in place, you can launch build scripts as described in corresponding README.txt file.

Building on Linux

You, probably already know hot to do it. If not, please, see windows building section, the process is quite similar.

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