The open source, cross platform level editor for id Tech-derivated games, heir of GtkRadiant.
Learn more on NetRadiant website: netradiant.gitlab.io.
Prebuilt binaries can be found on the Download page.
System | Build | Bundle | Run | Build requirements |
---|---|---|---|---|
Linux | Yes | Yes | Yes | GCC or Clang |
FreeBSD | Yes | Yes | Yes | GCC or Clang |
Windows | Yes | Yes | Yes | MSYS2/Mingw64 or Mingw32 |
Wine | - | - | Yes | - |
macOS | Yes | Yes | Yes | Homebrew, GCC or Clang and builtin GtkGLExt |
NetRadiant is known to build and run properly on Linux, FreeBSD and Windows using MSYS2, and build on macOS with Homebrew (some bugs are known though). Windows build is known to work well on wine, which can be used as a fallback on some system.
At this time library bundling is supported on Linux, FreeBSD, Windows/MSYS2, and macOS/Homebrew. Since bundling copies things from the host, a clean build environment has to be used in order to get a clean bundle. Linux and FreeBSD bundles do not ship GTK: users are expected to have a working GTK environment with GtkGLExt installed, usually installing GtkGLExt is enough to pull everything that is required.
Source browser, issues and more can be found on the gitlab project: gitlab.com/xonotic/netradiant
The latest source is available from the git repository: https://gitlab.com/xonotic/netradiant.git
The git
client can be obtained from your distribution repository or from the Git website: git-scm.org
A copy of the source tree can be obtained by using the git
command line client this way:
git clone --recursive https://gitlab.com/xonotic/netradiant.git
cd netradiant
- OpenGL, LibXml2, GTK2, GtkGLExt, LibJpeg, LibPng, LibWebp, Minizip, ZLib.
To fetch default game packages you'll need Git, Subversion, Wget and unzip
.
It's possible to build against GTK3 using the -DGTK_TARGET=3
cmake option, but some problems may be encountered, see GUI/GTK issues. GTK2 remains recommended for now.
apt-get install --reinstall build-essential cmake \
lib{x11,gtk2.0,gtkglext1,xml2,jpeg,webp,minizip}-dev \
git subversion unzip wget
If you plan to build a bundle, you also need to install uuid-runtime patchelf
This is enough to build NetRadiant but you may also install those extra packages to get proper GTK2 graphical and sound themes: gnome-themes-extra gtk2-engines-murrine libcanberra-gtk-module
Under MSYS2, the mingw shell must be used.
If you use MSYS2 over SSH, add mingw64
to the path this way (given you compile for 64 bit Windows, replace with mingw32
if you target 32 bit Windows instead):
export PATH="/mingw64/bin:${PATH}"
Install the dependencies this way:
pacman -S --needed base-devel git subversion unzip \
mingw-w64-$(uname -m)-{ntldd-git,toolchain,cmake,make,gtk2,gtkglext,libwebp,minizip-git}
Explicitely use mingw-w64-x86_64-
or mingw-w64-i686-
prefix instead of mingw-w64-$(uname -m)
if you need to target a non-default architecture.
pkg install cmake gtkglext pkgconf minizip webp coreutils gsed git subversion wget unzip
If you plan to build a bundle, you also need to install patchelf
Note: some dependencies of gtk+ seems to only be pulled with gtk+3, gtkglext seems to require libffi.
brew install cmake glib libffi gtk+ gtk+3 pkgconfig minizip webp coreutils gnu-sed wget sassc
brew link --force gettext
- Crunch (optional, not built if submodule is not present)
If you have not used --recursive
option at git clone
time, you can fetch Crunch this way (run this within the netradiant
repository):
git submodule update --init --recursive
It is required to first download the sources using git
(do not use tarballs) and to have dependencies installed, see Getting the sources and Dependencies above.
If you have standard needs and use well-known platform and operating system, you may try the provided easy-builder
script which may be enough for you, you can run it this way:
./easy-builder
If everything went right, you'll find your netradiant build in install/
subdirectory.
If you need to build a debug build (to get help from a developer, for example), you can do it this way:
./easy-builder --debug
By default, build tools and compilers are using the build/
directory as workspace.
For supported system, bundling dependencies can be done this way:
./easy-builder -DBUNDLE_LIBRARIES=ON
Note: always do bundling on a clean system without unrelated software installed.
This project uses the usual CMake workflow:
cmake -G "Unix Makefiles" -S. -Bbuild -DCMAKE_BUILD_TYPE=Debug
cmake --build build -- -j$(nproc)
cmake -G "Unix Makefiles" -S. -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build -- -j$(nproc)
Note: macOS users need to build built-in GtkGLExt before building NetRadiant:
cmake -G "Unix Makefiles" -S. -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build -- -j$(nproc) builtins
cmake -G "Unix Makefiles" -S. -Bbuild
cmake --build build -- -j$(nproc)
The initial build will download the gamepacks and build NetRadiant and tools. If you frequently recompile you can skip downloading the gamepacks:
cmake --build build --target binaries -- -j$(nproc)
You should still periodically update gamepacks:
cmake --build build --target gamepacks
Options:
BUILD_RADIANT=OFF
Do not build NetRadiant (default:ON
, build netradiant graphical editor);BUILD_TOOLS=OFF
Do not build q3map2 and other tools (default:ON
, build command line tools);BUILD_DAEMONMAP=OFF
Do not build daemonmap tool (default:ON
if submodule is there, buils daemonmap navigation mesh generator);BUILD_CRUNCH=OFF
Disable crunch support (default:ON
if submodule is there, enable crunch support);RADIANT_ABOUTMSG="Custom build by $(whoami)"
A message shown in the about dialog (default:Custom build
).
Targets:
binaries
Compile all binaries;netradiant
Compile the netradiant editor;modules
Compile all modules (each module has its own target as well);plugins
Compile all plugins (each plugin has its own target as well);tools
Compile all tools (each tool has its own target as well);quake2
Compile all the Quake 2 tools:q2map
,qdata3
;heretic2
Compile all the Heretic2 tools:q2map
,h2data
;quake3
Compile all the Quake 3 tools:q3map2
Compile the Quake 3 map compiler;q3data
Compile the q3data tool;
unvanquished
Compile all the Unvanquished tools:daemonmap
,q3map3
,q4data
;daemonmap
Compile the daemonmap navigation mesh generator.
Type make help
to get an exhaustive list of targets.
Options:
DOWNLOAD_GAMEPACKS=OFF
Do not automatically download the gamepack data on each compilation and do not install already downloaded game packs (default:ON
);GAMEPACKS_LICENSE_LIST=all
Download all gamepacks whatever their license (default:free
, download free gamepacks, can be set tonone
to only filter by name);GAMEPACKS_NAME_LIST="Xonotic Unvanquished"
Download gamepacks for the given games (default:none
, do not select more gamepacks to download).
Target:
gamepacks
Downloads the game pack data.
Run ./gamepacks-manager -h
to know about available licenses and other available games. Both lists are merged, for example setting GAMEPACKS_LICENSE_LIST=GPL
and GAMEPACKS_NAME_LIST=Q3
will install both GPL gamepacks and the proprietary Quake 3 gamepack.
Options:
BUNDLE_LIBRARIES=ON
Bundle libraries, only Linux, FreeBSD, macOS and MSYS2 are supported at this time (default:OFF
);FHS_INSTALL=ON
(available on POSIX systems)
Install files following the Filesystem Hierarchy Standard (bin
,lib
,share
, etc.)
Also setup XDG mime and application support on Linux-like systems (default:OFF
, install like in 1999);CMAKE_INSTALL_PREFIX=/usr
Install system-wide on Posix systems, always setFHS_INSTALL
toON
when doing this (default:install/
directory within source tree).
Target:
install
Install files.
The crnlib used to decode .crn
files is the one from Dæmon which is the one by Unity made cross-platform and slightly improved. Since Unity brokes compatibility with BinomialLLC's legacy tree it's required to use either the crunch
tool from Dæmon or the one from Unity to compress textures that have to be read by radiant or q3map2.