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Aliens Vs Predator source code mod. Fork of Steven Fuller's OpenGL/SDL/OpenAl port

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Commiter: dla

Author: dla

Revision: 9da56fb003


(October 07, 2010 15:59 UTC) Over 1 year ago

gunmuzzlesmoke/frustum + other stuff

 
Name Date Rev. Commit message
c
c++
include
util
FIX
LICENSE
Makefile
Makefile.bsd
Makefile.gnu
README

README

Aliens vs Predator Linux  http://icculus.org/avp/
------------------------

This is an unofficial Linux port of the Fox Interactive / Rebellion
Developments game, Aliens Versus Predator.

(Please see note below regarding installation/running.)

Obviously this README is totally incomplete, and will probably remain so for
quite a while, so I'll just try to list a few important notes.

The original copyright statement for the source code:
"The source code to Aliens Vs Predator is copyright (c) 1999-2000 Rebellion
 and is provided as is with no warranty for its suitability for use. You may
 not use this source code in full or in part for commercial purposes. Any use
 must include a clearly visible credit to Rebellion as the creators and 
 owners, and reiteration of this license."
Take that as you will.

Yes, the code does something.  No, it's not ready for a release. No, it is not
vaporware.  I hope to at least complete the single player part of the game 
before making an official release.  Check out the TODO to see what's needed to
be done.

***
IMPORTANT:
AvP now uses $HOME/.avp/ to load/store configs, logs, etc.
NOTE: Windows profiles probably do not work in Linux and vice versa.

AvP will no longer use the current working directory to look for files.  You
must either copy or symlink the AvP binary to the game data directory and run
that, or set AVP_DATA to the data directory.
***

- PRTSCN for screenshot

The source code that was released only works with Aliens vs Predator Gold. 
This port currently supports Gold Edition, Regular?

At least with the Gold edition, a number of files are encoded on the CD. So
you would need to install the game in Windows (VMware works also) in order
to get this to work.  WINE will not work because the CD Check fails.

The full motion sequences cannot be played because they are encoded with
proprietary codecs (Bink and Smacker - http://www.radgametools.com).  But I 
do not think they will be greatly missed.

Last, but definitely not least:
Thanks go out to Chuck Mason for testing and the OpenAL code, Dan Olson for
trying the code out with the Regular version, Zachary 'zakk' Slater for
providing tons of feedback, Tim Beckmann for sending patches, and Ryan C. 
Gordon for hosting this project.

---
Steven Fuller <relnev@icculus.org>

Since fastfile support was removed all *.ffl needs to be extracted
with extract_ffl found in the util directory.

cd fastfile/ && for i in *.ffl; do extract_ffl "${i}" ../; done

All *.rim files need to be converted to png.

find /home/some_user/avp_data/graphics/ -name "*.rim" \
-execdir /home/some_user/avp_src/util/rim_utils/rim2png {} \;

The root directory should atleast contain

avp_huds	avp_rifs	fastfile	graphics sound

and directory fastfile need only to contain 

aliensound.dat   marsound.dat   predsound.dat  queensound.dat

Everything needs to be in lowercase; run this from root of the game content.
You will need write access to files and directories for this to work

find . -depth -execdir perl -e "rename('{}',lc('{}'))" \;

In order to build one would need libpng, SDL, OpenAL, OpenGL, and OpenSSL(for md5).

This is work in progress

daniel.langnas@gmail.com