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Update the README to mention the precompiled binaries (#1645)
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wixoaGit authored Feb 4, 2024
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Expand Up @@ -8,27 +8,29 @@ All parts of OpenDream should work fine on Windows and Linux, though the latter

For more information or if you'd like to contribute, join our [Discord server](https://discord.gg/qreryhZxxs).

A detailed description of differences with BYOND can be found [here](https://github.com/wixoaGit/OpenDream/wiki/Differences-Between-OpenDream-and-BYOND). **Note that OpenDream cannot connect to BYOND servers, and BYOND's client cannot connect to OpenDream servers.** There is no cross-project compatibility other than being able to migrate from BYOND to OpenDream with minimal effort.
A detailed description of differences with BYOND can be found [here](https://github.com/OpenDreamProject/OpenDream/wiki/Differences-Between-OpenDream-and-BYOND). **Note that OpenDream cannot connect to BYOND servers, and BYOND's client cannot connect to OpenDream servers.** There is no cross-project compatibility other than being able to migrate from BYOND to OpenDream with minimal effort.

## Building
## Running

The first step to building OpenDream is initializing the submodule for the game engine, [Robust Toolbox](https://github.com/space-wizards/RobustToolbox).
Binaries are available for download under our [Releases](https://github.com/OpenDreamProject/OpenDream/releases/tag/latest). If you would rather build from source, see [Building](#building).

To do this, simply run `git submodule update --init --recursive` in git bash and let it finish.
There's 3 main parts: Compiler, Server, and Client:

**OpenDream requires .NET 8.** You can check your version by running `dotnet --version`. It should be at least `8.0.0`.
**Compiler:** Run `DMCompiler.exe`, and pass any number of .dm or .dme files to compile as arguments. Optional arguments can be found [here](https://github.com/OpenDreamProject/OpenDream/wiki/Compiler-Options).

To build, one can use a C# compiler (such as MSBuild) to compile the various projects described in the solution.
**Server:** Run `Robust.Server.exe` (`OpenDreamServer.exe` if built from source) and pass the compiled JSON file you got as a result of running the compiler above as an argument like this: `Robust.Server.exe C:/path/to/compiler/output.json`

There's 3 main parts: Compiler, Server, and Client
**Client:** This is only applicable if you built from source, otherwise connect from the [SS14 launcher](https://spacestation14.io/about/nightlies/). Run `OpenDreamClient.exe`. You will be prompted to choose a server address, port, and username. The defaults should work for a locally hosted server.

## Running
## Building

The first step to building OpenDream is initializing the submodule for the game engine, [Robust Toolbox](https://github.com/space-wizards/RobustToolbox).

**Compiler:** Run `DMCompiler.exe`, and pass any number of .dm or .dme files to compile as arguments. Optional arguments can be found [here](https://github.com/wixoaGit/OpenDream/wiki/Compiler-Options).
To do this, simply run `git submodule update --init --recursive` in git bash and let it finish.

**Server:** Run `OpenDreamServer.exe` and pass the compiled JSON file you got as a result of running the compiler above as an argument like this: `OpenDreamServer.exe C:/path/to/compiler/output.json`
**OpenDream requires .NET 8.** You can check your version by running `dotnet --version`. It should be at least `8.0.0`.

**Client:** Run `OpenDreamClient.exe`. You will be prompted to choose a server address, port, and username. The defaults should work for a locally hosted server.
To build, one can use a C# compiler (such as MSBuild) to compile the various projects described in the solution.

## Screenshots
The following screenshots are taken from a version of Paradise Station with a recompiled 64-bit rustg DLL. This branch of Paradise is available [here](https://github.com/ike709/Paradise/tree/rustg_64).
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