A Quake .map viewer with support for func_instance entities.
The most recent stable builds can be found on the releases page.
Bleeding edge development artifacts can be downloaded from Azure Pipelines by clicking the badge above. Among the available packages, WinForms is higher performance than Wpf in Windows (as far as this project's use of 3D rendering, anyway), Gtk is all that's available in Linux, and XamMac is preferable in macOS (no need for Mono, as opposed to the 'Mac' version).
Regardless of which binaries you download, until this project reaches version 1.0 you should be prepared for silly oversights and major bugs.
- Mono
- Gtk# 2.12
- Ubuntu and derivatives:
sudo apt install gtk-sharp2
- Ubuntu and derivatives:
Configure program settings with Edit|Preferences (Ctrl+,) and ensure appropriate FGDs and textures are loaded. WAD2 format texture collections will need to be generated or downloaded elsewhere, but sample FGDs are included in the 'extras' directory, covering vanilla Quake entities with features provided by ericw's compiling tools (a big thank you to DaZ for curating quake4ericwTools.fgd), and the func_instance entity.
With your preferences set, open a .map file with File|Open (Ctrl+O), toggle fly mode with Z, and use WASDEQ for first person mouselook controls. Save the collapsed version of a map containing instances from the Instancing menu.
With the repository cloned, to work on the project you'll need to:
- Visual Studio 2017 or newer
- Up to date PowerShell (part of the Windows Management Framework)
- WMF 5.1 is included with Windows 10, and works as-is, but earlier versions of the OS may have outdated framework installations, preventing the Nuke build script from properly passing some arguments down into MSBuild.
- libcurl3 (GitVersion is currently broken in *nix without this)
- Ubuntu and derivatives:
sudo apt-get install libcurl3
- Ubuntu and derivatives:
-
python3 -m venv .venv source .venv/bin/activate pip3 install dmgbuild
Most of this project's dependencies are simply NuGet packages, but one is a custom version of a third-party library and needs to be built from source before this project will work properly from an IDE. If you know what you're doing, you're welcome to build it by hand, but I'd recommend using the Nuke script.
If you have the Nuke global tool installed, it's as easy as changing to the root solution directory and calling
nuke
Alternatively, there are bootstrapping scripts included that can get you up and running; in PowerShell run .\build.ps1
, or in Bash run ./build.sh
. Any of those three options, run at least once, will get the project set up for development.
With that dependency ready to go, you can easily edit, build, and debug from Visual Studio, MonoDevelop, or VS for Mac, as appropriate for a given platform.
The suite of automated NUnit tests will run during a command line build with no special setup. To run them using the NUnit test adapter in Visual Studio, go to Test|Test Settings->Select Test Settings File, and choose test/src/vsadapter.runsettings.
Final packaging is also handled by the Nuke script, and is the default target. Should you want to run the script from Visual Studio, open the Task Runner Explorer and give it a moment to refresh. Running any of the listed targets is the same as using --target X
at the command line.
Built with:
- Eto.Forms - Cross platform, native look GUIs in C#
- etoViewport - OpenGL in Eto.Forms by way of OpenTK
- JsonSettings - Simple, lightweight app settings
- Nuke - Cross platform build automation with a C# DSL
- Veldrid - Metal, Vulkan, Direct3D and OpenGL support in one library
If you have any questions or comments, feel free to get in touch!