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DreamyCecil/Serious-Engine

 
 

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Serious Engine

This is a fork of Croteam's Serious Engine 1.10 with personal adjustments aimed at making the code easier to maintain and allowing the engine to be built under any sort of configuration. It also includes a lot of quality-of-life improvements over the original code without adding too much.

This project is constantly work-in-progress with currently no final goal or any intention of ever becoming commercially-ready. Fork at your own risk.

Engine components

  • DedicatedServer - Dedicated server application for hosting multiplayer games
  • Ecc - Entity Class Compiler for compiling entity source files (*.es)
  • Engine - Serious Engine 1.10
  • EngineGUI - Common GUI components for game tools
  • EntitiesMP - All the entity logic
  • GameGUIMP - Specific GUI components for game tools
  • GameMP - Module for handling basic game logic
  • SeriousSam - The main game executable
  • Shaders - Compiled shaders for SKA models

Engine tools

  • DecodeReport - Tool for decoding crash report files (*.rpt)
  • Depend - Tool for generating a list of dependency files based on a list of root files
  • MakeFONT - Tool for generating font files for the game (*.fnt)
  • Modeler - Serious Modeler application for creating and configuring models with vertex animations
  • RCon - Remote console application for connecting to servers using an admin password
  • SeriousSkaStudio - Serious SKA Studio application for creating and configuring models with skeletal animations
  • WorldEditor - Serious Editor application for creating in-game levels

Other projects

  • LWSkaExporter - Exporter of SKA models in ASCII format for use in LightWave
  • GameAgent - Custom master server emulator written in Python
  • libogg, libvorbis - Third party libraries for playing OGG-encoded in-game music
  • zlib - Third party static library for working with ZIP archives

These have been modified to run correctly under the recent versions of Windows. (Tested: Win7 x64, Win8 x64, Win8.1 x64, Win10 x64)

Building

Windows

Instructions

  1. Install Visual Studio 2010 or later.
  2. Open Sources/All.sln solution.
  3. Press F7 or Build -> Build solution to build the entire project.

Once the project is built, the libraries and executables will be copied under the Bin/ directory.

Linux

Prerequisite

Before building, you need to install certain modules if they aren't already there.

  1. Install Git and CMake tools with sudo apt install git cmake
  2. Install GCC and other build tools with sudo apt install build-essential (if you don't already have GCC)
  3. Install Bison and Flex tools with sudo apt install bison flex (if you've installed GCC separately without them)
  4. Install SDL2 library by following these official instructions or with sudo apt-get install libsdl2-dev
  5. Clone the repository in any directory with git clone https://github.com/DreamyCecil/Serious-Engine.git

Instructions

  1. Navigate to the Sources/ directory and open the terminal from there.
  2. Run build-linux32.sh or build-linux64.sh script to build the project under the x86 or x64 platform respectively.

You can modify the build scripts to suit your needs, e.g. select a different build configuration or toggle specific behavior flags.

Once the project is built, you can install it into the Bin/ directory by running Sources/deploy-linux.sh script.

Tip

To rebuild the project from scratch, you can add rebuild argument to the script like this: ./build-linux64.sh rebuild.

Optional features

These features are disabled by default but can be enabled if you wish to extend the capabilities of your Serious Engine build.

Some features that can be customized using macros can be toggled by modifying the Sources/Engine/SE_Config.h header file instead of property sheets or project files.

DirectX

Download DirectX8 SDK (headers & libraries) ( https://www.microsoft.com/en-us/download/details.aspx?id=6812 ) and then switch the SE1_DIRECT3D macro to 1 (or define it as such for all projects). You will also need to make sure the DirectX8 headers and libraries are located in the following folders (make the folder structure if it doesn't exist):

  • Tools.Win32/Libraries/DX8SDK/Include/
  • Tools.Win32/Libraries/DX8SDK/Lib/

3Dfx

Support for this outdated driver for outdated graphics cards is still present but is disabled in favor of modernity. To enable it, switch the SE1_3DFX macro to 1 (or define it as such for all projects).

MP3 playback

Copy amp11lib.dll library that used to be distributed with older versions of Serious Sam Classic: The First Encounter near the executable files under the Bin/ directory.

3D Exploration

Support is disabled due to copyright issues. If you need to create new models, either use editing tools from any of the original games or write your own code for 3D object import/export.

IFeel

Support is disabled due to copyright issues. If you need IFeel support, copy IFC22.dll and ImmWrapper.dll from the original games near the executable files under the Bin/ directory.

Truform

Its functionality is disabled by default. To enable it, you need to switch the SE1_TRUFORM macro to 1 (or define it as such for all projects).

Simple DirectMedia Layer (SDL)

It's included with the source code and is initialized by the engine but its functionality is mostly unused by default for the Windows platform. To prioritize it over Win32 API, you need to switch the SE1_USE_SDL macro to 1 (or define it as such for all projects).

  • It is always prioritized on non-Windows platforms because cross-platform code cannot function without it.
  • SDL is incompatible with Microsoft's MFC library, which is used for tool applications (such as Serious Editor), making it impossible to build them with the game on Windows.

The OpenGL Extension Wrangler Library (GLEW)

It's included with the source code but its functionality is disabled by default. To enable it, you need to switch the SE1_GLEW macro to 1 (or define it as such for all projects).

  • Defining the macro with 2 makes it replace internal OpenGL hooking in the engine with GLEW methods, in case you intend to write new code using GLEW that's compatible with the engine.

Running

This version of the engine comes with a set of resources (SE1_10.gro) that allow you to freely use the engine without any additional resources required. However if you want to open or modify levels from Serious Sam Classic: The First Encounter or The Second Encounter (including most user-made levels), you will have to copy the game's resources (.gro files) into the game folder.

When running a selected project, make sure that its project settings under Debugging are setup correctly:

  • Command: $(PostBuildCopyDir)$(TargetFileName)
  • Working Directory: $(SolutionDir)..\

Common problems

  • SeriousSkaStudio has some issues with MFC windows that can prevent the main window from being displayed properly.
  • Static building works with MFC applications but applications themselves don't function properly because resource files from EngineGUI and GameGUIMP modules are being omitted when executables link them (e.g. no dialogs for opening/saving files or creating textures).
    • Because of this, EngineGUI, GameGUIMP, Modeler, SeriousSkaStudio and WorldEditor projects lack static build configurations for now.
  • Even though Visual Studio 2010 can be used for building, the code for its support is filled with many awkward workarounds and it generally hasn't been tested very well. Such an old IDE should only be used in very specific cases where a newer Visual Studio won't cut it.
    • Projects use $(DefaultPlatformToolset) property for automatically selecting the toolset from the studio that you're using, which doesn't exist in Visual Studio 2010. You will have to manually change it to v100.

License

Serious Engine is licensed under the GNU GPL v2 license (see LICENSE file).

Serious Engine forks

Some code in this fork has been borrowed from other Serious Engine projects:

Third-party

Some of the code included with the engine sources under Sources/ThirdParty/ is not licensed under GNU GPL v2:

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SE1 with personal quality-of-life improvements. Constantly work-in-progress. Fork at your own risk.

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