123 lines
5.4 KiB
Markdown
123 lines
5.4 KiB
Markdown
# Questshock
|
|
|
|

|
|
|
|
An open source project to play the classic 1994 System Shock on a VR
|
|
headset, built on top of [Shockolate](https://github.com/Interrupt/systemshock),
|
|
a cross-platform port of the original game.
|
|
|
|
## Layout
|
|
|
|
- `engine/` - a vendored snapshot of the Shockolate engine source. Built
|
|
via Docker; see below.
|
|
- `build-image/` - the Dockerfile (and supporting scripts) for the engine
|
|
build environment. Every third-party dependency the engine needs to
|
|
compile (SDL2, SDL2_mixer, the fluidsynth-lite MIDI synth, a MIDI
|
|
soundfont) is fetched and built once into this image - compiling
|
|
`engine/` itself needs no network access.
|
|
- `build-image.sh` / `run-image.sh` / `upload-image.sh` - build the image,
|
|
run it to compile the engine, and push it to a registry, respectively.
|
|
- `res/assets/` - where you place your own purchased copy of the game (see
|
|
below); `res/assets/extract_assets.sh` extracts it into `ss_ee/`.
|
|
- `res/run.sh` - the launcher script, copied into `dist/` on build.
|
|
- `Makefile` - assembles `dist/`, a self-contained runnable copy of the
|
|
game, out of the compiled engine and the extracted assets. Also builds
|
|
`dist/questshock-<version>-linux-<arch>.tar.gz`, a redistributable
|
|
package that omits the proprietary game assets (`make package`), and
|
|
`dist/questshock-debug.apk` for the Quest (`make apk`).
|
|
- `android/` - the Quest app (Java `SDLActivity` glue, Gradle project).
|
|
`android/engine-patches/` holds the one small patch needed to build
|
|
`engine/` as an Android shared library instead of a desktop executable
|
|
- applied to a scratch copy at build time; `engine/` itself is never
|
|
modified.
|
|
|
|
## Building
|
|
|
|
```sh
|
|
# 1. Build the engine build-image (once, or after build-image/ changes)
|
|
./build-image.sh
|
|
|
|
# 2. Get your own copy of the game data (see "Game assets" below), then:
|
|
res/assets/extract_assets.sh
|
|
|
|
# 3. Compile the engine and assemble dist/
|
|
make dist
|
|
|
|
# 4. Play
|
|
dist/run.sh
|
|
```
|
|
|
|
`make dist` always recompiles the engine from the current `engine/`
|
|
source (via `run-image.sh`), so a fresh build-image plus a re-run of
|
|
`make dist` is all that's needed after pulling engine changes.
|
|
|
|
## Game assets
|
|
|
|
System Shock's game data is not included in this repository and cannot
|
|
be redistributed - you need to own a copy. Buy **System Shock: Enhanced
|
|
Edition** on [gog.com](https://www.gog.com/), download the offline
|
|
installer (a `.exe`), and drop it into `res/assets/`. Then run
|
|
`res/assets/extract_assets.sh`, which pulls the classic game's data and
|
|
sound files out of the installer (it's an Inno Setup package; the actual
|
|
game data lives inside it in a zip-format `sshock.kpf`) into
|
|
`res/assets/ss_ee/`. That script needs `innoextract` and `unzip`; if
|
|
they aren't installed locally it falls back to running the extraction in
|
|
a throwaway Docker container instead.
|
|
|
|
## Packaging
|
|
|
|
`make package` builds `dist/questshock-<version>-linux-<arch>.tar.gz`: the
|
|
compiled binary, its runtime libraries, shaders, a default MIDI
|
|
soundfont, license information, and `res/GET_ASSETS.txt` in place of the
|
|
actual game data (which the tarball never includes). Version comes from
|
|
the current git tag (push a `vX.Y.Z` tag to drive a release); without one
|
|
it builds an untagged `0.0.0-dev+<sha>` placeholder.
|
|
|
|
A Gitea Actions workflow (`.gitea/workflows/build.yml`) builds this
|
|
package on every push, using the build-image as its container (so no
|
|
extra setup is needed in CI beyond the image itself), and publishes the
|
|
resulting tarball to dl.ladkau.de.
|
|
|
|
## Playing on Meta Quest
|
|
|
|
`make apk` builds `dist/questshock-debug.apk` - a plain (non-VR) Android
|
|
app that runs as a flat, floating panel in the Quest's Home environment,
|
|
same as any other sideloaded Android app. It's not a head-tracked 6DoF VR
|
|
port (that's a much larger, separate undertaking); play with a Bluetooth
|
|
mouse/keyboard connected to the headset.
|
|
|
|
1. Install the APK with [SideQuest](https://sidequestvr.com/) (or `adb
|
|
install`).
|
|
2. Launch it once. It'll ask for storage permission, then create
|
|
`/sdcard/questshock/` and extract its own bundled files (shaders, a
|
|
default MIDI soundfont) there - `res/data/` and `res/sound/` are
|
|
deliberately left missing, since that's the proprietary game data.
|
|
3. With the Quest connected to a PC, use SideQuest's file browser (or any
|
|
MTP file manager) to copy your own `res/data/` and `res/sound/` (see
|
|
`/sdcard/questshock/GET_ASSETS_QUEST.txt`, extracted in step 2, for
|
|
exactly what's needed and where it comes from) into
|
|
`/sdcard/questshock/res/`.
|
|
4. Launch it again.
|
|
|
|
## License
|
|
|
|
The original tooling in this repository (the Docker build image, build
|
|
scripts, Makefile, asset extraction script, and the Quest app in
|
|
`android/` - aside from `org/libsdl/app/`, see below) is licensed under
|
|
the [MIT License](LICENSE).
|
|
|
|
`android/app/src/main/java/org/libsdl/app/` is copied from
|
|
[SDL2](https://www.libsdl.org/)'s own android-project template and is
|
|
zlib-licensed, same as SDL2 itself.
|
|
|
|
The vendored engine snapshot in `engine/` is
|
|
[Shockolate](https://github.com/Interrupt/systemshock), which is licensed
|
|
under the **GNU GPLv3** (see `engine/LICENSE`) - it is included unchanged
|
|
and is *not* relicensed by this project's MIT license. Any build or
|
|
distribution of the compiled engine must comply with the GPLv3.
|
|
|
|
The game assets extracted into `res/assets/ss_ee/` are proprietary,
|
|
copyrighted game data owned by their respective rightsholders - they are
|
|
never committed to this repository (see `.gitignore`) and must be
|
|
supplied by each user from their own legitimate purchase.
|