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inolen committed Feb 15, 2014
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81 changes: 73 additions & 8 deletions README.md
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# quakejs
# QuakeJS

## Quickstart
QuakeJS is a port of [ioquake3](http://www.ioquake3.org) to JavaScript with the help of [Emscripten](http://github.com/kripken/emscripten).

git clone --recursive https://github.com/inolen/quakejs.git
cd quakejs
npm install
To see a live demo, check out [http://www.quakejs.com](http://www.quakejs.com).

## Assets

## license
## Building binaries

MIT
As a prerequisite, you'll need to have a working build of [Emscripten](http://github.com/kripken/emscripten), then:

```shell
cd quakejs/ioq3
make PLATFORM=js EMSCRIPTEN=<path_to_emscripten>
```

Binaries will be placed in `ioq3/build/release-js-js/`.

To note, if you're trying to run a dedicated server, the most up to date binaries are already included in the `build` directory of this repository.


## Running locally

```shell
echo '{ "content": "content.quakejs.com" }' > bin/web.json
node bin/web.js --config bin/web.json
```


## Running a dedicated server

If you'd like to run a dedicated server, the only snag is that unlike regular Quake 3, you'll need to double check the content server to make sure it supports the mod / maps you want your server to run (which you can deduce from the [public manifest](http://content.quakejs.com/assets/manifest.json)).


Also, networking in QuakeJS is done through WebSockets, which unfortunately means that native builds and web builds currently can't interact with eachother.


Otherwise, running a dedicated server is similar to running a dedicated native server command-line wise.

Setup a config for the mod you'd like to run, and startup the server with `+set dedicated 2`:

```shell
node build/ioq3ded.js +set fs_game <game> +set dedicated 2 +exec <server_config>
```

If you'd just like to run a dedicated server that isn't broadcast to the master server:

```shell
node build/ioq3ded.js +set fs_game <game> +set dedicated 1 +exec <server_config>
```

## Running a content server

QuakeJS loads assets directly from a central content server. A public content server is available at `content.quakejs.com`, however, if you'd like you run your own (to perhaps provide new mods) you'll need to first repackage assets into the format QuakeJS expects.

### Repackaging assets

When repackaging assets, an asset graph is built from an incoming directory of pk3s, and an optimized set of map-specific pk3s is output to a destination directory.

To run this process:

```shell
node bin/repak.js --src <assets_src> --dest <assets>
```

And to launch the content server after the repackaging is complete:

```shell
node bin/content.js
```

Note: `./assets` is assumed to be the default asset directory. If you'd like to change that, you'll need to modify the JSON configuration used by the content server.

Once the content server is available, you can use it by launching your local or dedicated server with `+set fs_cdn <server_address>`.

## License

MIT
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4 changes: 2 additions & 2 deletions bin/web.js
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Expand Up @@ -39,10 +39,10 @@ function loadConfig(configPath) {
(function main() {
var app = express();

app.set('views', path.join(__dirname, '..', 'template'));
app.set('views', __dirname);
app.set('view engine', 'ejs');

app.use(express.static(path.join(__dirname, '..', 'public')));
app.use(express.static(path.join(__dirname, '..', 'build')));
app.use(function (req, res, next) {
res.locals.content = config.content;
res.render('index');
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