Mech Commander 2 open source engine + Linux port.
!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
201820202021 - 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.