Vendor the Shockolate engine and build it via a Docker image with every
build / build (push) Failing after 5s
build / build (push) Failing after 5s
dependency (SDL2, SDL2_mixer, fluidsynth-lite, a MIDI soundfont) prebuilt, so compiling the engine needs no network access - just the image and the engine source. Add res/assets/extract_assets.sh to pull the game's data files out of a purchased GOG installer, and a Makefile that assembles a runnable dist/ from the two. Also add `make package`, which builds a redistributable tarball that omits the proprietary game assets (shipping res/GET_ASSETS.txt instead) plus license information for both the MIT tooling and the GPLv3 engine, and a Gitea Actions workflow that builds and publishes it to dl.ladkau.de on every push.
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This package does not include System Shock's game data - it's
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copyrighted, proprietary content that can't be redistributed. To play,
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you need a copy of System Shock: Enhanced Edition (e.g. from gog.com).
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From your Enhanced Edition install, you need its classic-game data and
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sound files - the res/pc/hd/data and res/pc/cdrom/data trees merged
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together (res/pc/hd's copies win the couple of filenames present in
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both: intro.res, objprop.dat), and the res/pc/hd/sound tree, packed
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inside the install's sshock.kpf (a zip file).
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Copy that merged data into place, alongside this file:
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res/data/ <- res/pc/hd/data + res/pc/cdrom/data, merged
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res/sound/ <- res/pc/hd/sound
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Once res/data/ and res/sound/ exist next to this file, run ./run.sh from
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the root of this package to play.
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