Game client and server for ActionFPS
See: ActionFPS Tutorial · Development Guide · Contributor Guide
You have two choices:
- Download a pre-built binary.
- Run from sources.
You have two download choices:
- Directly from automatically built development release.
- Through ActionFPS Play page.
- Install Windows Visual C++ Studio Express 2010
- Open
source/vcpp/cube.vcxproj
and build "Release" - Install ActionFPS & copy
packages
directory from there into here. This is because we're separating media from code. - Launch
actionfps_release.bat
On Ubuntu or the like:
$ sudo apt-get install clang make automake libsdl1.2-dev libogg-dev \
libsdl-image1.2-dev libcurl4-openssl-dev libopenal-dev libvorbis-dev openssl libssl-dev -y
$ (cd source/src && make install)
$ ./install-packages.sh
$ ./actionfps.sh
$ brew install openssl
$ ./install-packages.sh
$ (cd source/xcode && make)
$ open source/xcode/build/Release/actionfps.dmg
This server is synchronised with the master
branch.
In the game, type: /connect woop.ac 7654
or open link actionfps://woop.ac:7654
in your browser.
Media in packages
directory is separated from the repository.
AssaultCube packages are download at installation time on Windows and Linux.
This brings several benefits:
- Licences are now clearly separated - the codebase can stay zlib.
- Will enforce a decoupled architecture so that game releases do not depend on media releases and force us to make sane choices.
- Separation of concerns.
- Smaller downloads and easier distribution.
- Smaller repository.
Goal would be download the media not at installation time, but at runtime. This would enable:
- Versioning, repositories, etc, of individual media for improved sharing. It would be possible, for example, for people to manage the lifecycle of their maps and media. We would be able to fetch stuff
- Adding new media without having to re-release the game.
- Provide extremely fast media downloads by using CDN or BitTorrent (yes this is possible!).