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.
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
.
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.
To create a new map press the New map...
button.
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.
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.
Select the game, set the format to Standard
and then press the Ok
button.
. 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.
After entering the editor go to the Entity
tab.
Select the file Base.fgd
located in the assets
folder.
Select the option Relative to game directory
. Press the Ok
button.
Now the games entities should be visible like this.
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.