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Note

Windows users be aware: as this game is being developed on a *nix based OS, I use symlinks to avoid duplicating asset data between game qwaks! Before cloning this repo, you should make sure your copy of Windows has been properly configured to handle those, as symlink support is disabled by default for some stupid reason or another.

To run

Run with ./run.sh. Right now your shell has to be located in the same folder as the assets folder or else assets will not load.

The game runs on Rust nightly (1.85 or later to be exact), so you need to use this version of the compiler along with installing the compilation target for wasm32-unknown-unknown. If you are using Nix this is automatically set up when you use nix develop.

To create maps:

Maps are developed in the Map format first developed for Quake. Any editor supporting this format should be usable but TrenchBroom has been used so far. The following chapter shows how to set up TrenchBroom for Ondth development.

Maps should be saved in assets/maps folder, or a subfolder there.

I can recommend the TrenchBroom tutorial by dumptruck_ds to get started: youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE&si=Gvt-tgHmPAKhJjGQ. Keep in mind that everything in this tutorial might not be applicable, as Ondth does not do scripting etc the same way Quake does, but it should get you started with brush editing.

If you are using Nix you can simply run nix develop to have TrenchBroom (trenchbroom) added to your path. If you are not using Nix package manager or NixOS you are on your own when it comes to installation, but checking the official website should suffice.

Step 1.

To create a new map press the New map... button. alt

Step 2.

If this is your first time setting up TrenchBroom for Ondth follow these steps otherwise you can skip to step 4.

Press the Open preferences... button. alt

Step 3

Go to the Generic game and set the game path. This should be set to the assets folder found at the project root. After that press the Ok button. alt

Step 4

Select the game, set the format to Standard and then press the Ok button. alt. Only limited support for Valve's format exists at the moment, but this might change in the future. Support for the Quake 2 format is current non-existent.

Step 5

After entering the editor go to the Entity tab. alt

Step 6

Press the Settings button. alt

Step 7

Press the Browse button. alt

Step 8

Select the file Base.fgd located in the assets folder. alt

Step 9

Select the option Relative to game directory. Press the Ok button. alt

Step 10

Press the Browser button. alt

Step 11

Now the games entities should be visible like this. alt

Step 12

Press the Face button. alt

Step 13

Press the Settings button. alt

Step 14

Select all the texture folders on the left side, and then press the + button. If you add any more texture folders in the future, you will need to enable them here. alt

Step 15

Now press Browser button to go back. alt

Step 16

Now you can select the games textures in the editor! alt

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