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Merge pull request #332 from mrikola/update-readme
Bring readme files up to date
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.travis.yml

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- cp osx-linux/run_$TRAVIS_OS_NAME.sh shockolate/run.sh
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- cp -r shaders shockolate/
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- cp -r res shockolate/
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- cp readme/readme-$TRAVIS_OS_NAME.txt shockolate/readme.txt
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- tar zcfv $PACKAGE_NAME shockolate
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- rm -r shockolate
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README.md

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- Floppy disk assets are an older version that we can't load currently
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Downloads
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Running
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=======
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We have CI systems in place building [distributable packages](https://github.com/Interrupt/systemshock/releases/) out of tagged commits for Linux, Mac and Windows.
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## From a prebuilt package
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Compiling / Running
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============
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Find a list of [downloadable packages](https://github.com/Interrupt/systemshock/releases/) for Linux, Mac and Windows. 32 and 64 bit versions are available for Linux and Windows.
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## From source code
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## Prerequisites
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- SDL2, 32 bit
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- SDL2_mixer, 32 bit
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Step 1. Build the dependencies:
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* Windows: `build_win32.sh` or `build_win64.sh` (Git Bash and MinGW recommended)
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* Linux/Mac: `build_deps.sh` or the CI build scripts in `osx-linux`
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* Other: `build_deps.sh`
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## Building SDL
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### Linux/Mac
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You can use the included `build_deps.sh` shell script to build the required versions of SDL2 / SDL2_mixer or use system ones.
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Here brief options list:
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Step 2. Build and run the game itself
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```
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cmake .
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make systemshock
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./systemshock
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```
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The following CMake options are supported in the build process:
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* `ENABLE_SDL2` - use system or bundled SDL2 (ON/BUNDLED, default BUNDLED)
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* `ENABLE_SOUND` - enable sound support (requires SDL2_mixer, ON/BUNDLED/OFF, default is BUNDLED)
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* `ENABLE_FLUIDSYNTH` - enable FluidSynth MIDI support (ON/BUNDLED/OFF, default is BUNDLED)
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* `ENABLE_OPENGL` - enable OpenGL support (ON/OFF, default ON)
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### Windows
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See [the Windows readme](windows/readme_windows.md).
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If you find yourself needing to modify the build script for Shockolate itself, `CMakeLists.txt` is the place to look into.
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## Build and run
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```
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cmake .
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make systemshock
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./systemshock
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```
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Command line parameters
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============
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```
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./systemshock my-archive.dat my-strings.res
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```
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Control modifications
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=======
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## Movement
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Shockolate replaces the original game's movement with WASD controls, and uses `F` as the mouselook toggle hotkey. This differs from the Enhanced Edition's usage of `E` as the mouselook hotkey, but allows us to keep `Q` and `E` available for leaning.
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## Additional hotkeys
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* `Ctrl+G` cycles between graphics rendering modes
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* `Ctrl+F` to enable full screen mode
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* `Ctrl+D` to disable full screen mode
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## Missing hotkeys
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* `F1..F10` for the side MFD's
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* `0..9` for the Hacker's hardware

appveyor.yml

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# Avoid rebuilding external dependencies (ie. SDL and SDL_mixer)
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# Uncache build_ext if external deps change
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cache:
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# - res/music.sf2
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# - build_ext
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- res/music.sf2
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- build_ext
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# Set up environment variable values for 32 and 64 bit builds
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- copy build_ext\built_sdl_mixer\bin\SDL*.dll .
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- copy build_ext\built_glew\lib\glew32.dll .
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- copy build_ext\fluidsynth-lite\src\libfluidsynth.dll .
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- copy readme\readme-windows.txt readme.txt
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- 7z a %ARTIFACT% systemshock.exe *.dll readme.txt shaders/ res/
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- 7z a %ARTIFACT% systemshock.exe *.dll shaders/ res/
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artifacts:
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- path: systemshock-x86.zip

osx-linux/readme_osx_linux.md

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============
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1. Copy `res/` folder of original System Shock to this directory
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2. Shockolate depends on SDL2. Install SDL2 and SDL2_mixer by running `./install_sdl.sh`. Linux needs sudo for this script.
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2. Install SDL2, SDL2_mixer and Fluidsynth by running `./install_<bits>bit_sdl.sh` where `<bits>` is 32 or 64, depending on your system capabilities. Linux needs `sudo` for this script.
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3. Run Shockolate `./run.sh`

readme/readme-linux.txt

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readme/readme-osx.txt

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readme/readme-windows.txt

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windows/readme_windows.md

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