91 lines
3.8 KiB
Markdown
91 lines
3.8 KiB
Markdown
# Questshock
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An open source project to play the classic 1994 System Shock on a VR
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headset, built on top of [Shockolate](https://github.com/Interrupt/systemshock),
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a cross-platform port of the original game.
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## Layout
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- `engine/` - a vendored snapshot of the Shockolate engine source. Built
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via Docker; see below.
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- `build-image/` - the Dockerfile (and supporting scripts) for the engine
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build environment. Every third-party dependency the engine needs to
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compile (SDL2, SDL2_mixer, the fluidsynth-lite MIDI synth, a MIDI
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soundfont) is fetched and built once into this image - compiling
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`engine/` itself needs no network access.
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- `build-image.sh` / `run-image.sh` / `upload-image.sh` - build the image,
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run it to compile the engine, and push it to a registry, respectively.
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- `res/assets/` - where you place your own purchased copy of the game (see
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below); `res/assets/extract_assets.sh` extracts it into `ss_ee/`.
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- `res/run.sh` - the launcher script, copied into `dist/` on build.
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- `Makefile` - assembles `dist/`, a self-contained runnable copy of the
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game, out of the compiled engine and the extracted assets. Also builds
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`dist/questshock-<version>-linux-<arch>.tar.gz`, a redistributable
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package that omits the proprietary game assets (`make package`).
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## Building
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```sh
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# 1. Build the engine build-image (once, or after build-image/ changes)
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./build-image.sh
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# 2. Get your own copy of the game data (see "Game assets" below), then:
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res/assets/extract_assets.sh
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# 3. Compile the engine and assemble dist/
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make dist
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# 4. Play
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dist/run.sh
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```
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`make dist` always recompiles the engine from the current `engine/`
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source (via `run-image.sh`), so a fresh build-image plus a re-run of
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`make dist` is all that's needed after pulling engine changes.
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## Game assets
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System Shock's game data is not included in this repository and cannot
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be redistributed - you need to own a copy. Buy **System Shock: Enhanced
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Edition** on [gog.com](https://www.gog.com/), download the offline
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installer (a `.exe`), and drop it into `res/assets/`. Then run
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`res/assets/extract_assets.sh`, which pulls the classic game's data and
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sound files out of the installer (it's an Inno Setup package; the actual
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game data lives inside it in a zip-format `sshock.kpf`) into
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`res/assets/ss_ee/`. That script needs `innoextract` and `unzip`; if
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they aren't installed locally it falls back to running the extraction in
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a throwaway Docker container instead.
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## Packaging
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`make package` builds `dist/questshock-<version>-linux-<arch>.tar.gz`: the
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compiled binary, its runtime libraries, shaders, a default MIDI
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soundfont, license information, and `res/GET_ASSETS.txt` in place of the
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actual game data (which the tarball never includes). Version comes from
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the current git tag (push a `vX.Y.Z` tag to drive a release); without one
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it builds an untagged `0.0.0-dev+<sha>` placeholder.
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A Gitea Actions workflow (`.gitea/workflows/build.yml`) builds this
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package on every push, using the build-image as its container (so no
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extra setup is needed in CI beyond the image itself), and publishes the
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resulting tarball to dl.ladkau.de.
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## License
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The original tooling in this repository (the Docker build image, build
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scripts, Makefile, and asset extraction script) is licensed under the
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[MIT License](LICENSE).
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The vendored engine snapshot in `engine/` is
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[Shockolate](https://github.com/Interrupt/systemshock), which is licensed
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under the **GNU GPLv3** (see `engine/LICENSE`) - it is included unchanged
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and is *not* relicensed by this project's MIT license. Any build or
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distribution of the compiled engine must comply with the GPLv3.
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The game assets extracted into `res/assets/ss_ee/` are proprietary,
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copyrighted game data owned by their respective rightsholders - they are
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never committed to this repository (see `.gitignore`) and must be
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supplied by each user from their own legitimate purchase.
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