74 lines
4.1 KiB
Markdown
74 lines
4.1 KiB
Markdown
# Star Ruler 2
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Star Ruler 2 is a massive scale 4X/RTS set in space. Explore dozens, hundreds,
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or even thousands of systems in a galaxy of your choosing, expand across its
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planets, exploit the resources you find, and ultimately exterminate any who
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stand in your way. The fate of your empire depends on your ability to master
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the economy, field a military, influence galactic politics, and learn what you
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can about the universe.
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## What is this?
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This repository contains the full source code needed to build Star Ruler 2, and
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all secondary scripts, data files and assets required to run it.
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Blind Mind Studios has been inactive for a few years now, so we decided to
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open-source the game as a whole and allow anyone interested in how its engine works
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to tinker with it.
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## Building the Game
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The Star Ruler 2.exe contained in the main folder is just a launcher. To run
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the game you will need to build the binary for your platform from source.
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### Building on Windows
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You will need Visual Studio 2017 to build Star Ruler 2 on windows. Simply open the
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visual studio solution in source/msvc/Star Ruler 2/, and build the "Star Ruler 2" project
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in either Debug or Non-Steam Release configuration.
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Please note that while the built exe ends up in the bin/win64/ directory, it expects to be
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started with its working directory set to the main directory (where the
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launcher exe is). So when debugging from visual studio, make sure the 'Working
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Directory' configuration property is set to ../.../..
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### Building on Linux
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The equivalent launcher on linux is StarRuler2.sh. To build the binary files on linux,
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make sure your working directory is set to the main directory (the one with StarRuler2.sh in it),
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then run `make -f source/linux/Makefile compile` to compile the binary.
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Afterward, run the `StarRuler2.sh` shell script to start the game.
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Several dependencies are required to build on linux, including libpng, zlib,
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GLEW, GLU, freetype2, libvorbisfile, libvorbis, libogg, libopenal, libbz2,
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libXRandR, and libcurl.
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## Differences with Commercial Version
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* The music is not part of the open source release of Star Ruler 2. The data/music/ directory from the commercial
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release can be copied directly into the data/ directory of an open-source build. The music will be detected and played.
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* All code for accessing the SteamWorks API has been removed. The game platform abstraction layer game\_platform.h has
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been kept intact, so other mod-sharing platforms could potentially be integrated into the game.
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* Code for the automatic game patcher that is part of the GOG.com release is part of the repository, but the functionality
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is disabled, since it relies on delta updates and will not work with modified open source versions.
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* While the actual source code is probably still compatible with 32-bit platforms, project files and external dependencies for
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32-bit builds are not included in this repository.
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## FAQ
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### Can I Play Multiplayer with Steam/GOG versions?
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Yes. The base open source version is multiplayer-compatible with the commercial versions. If you make multiplayer-incompatible
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changes to the open source version, please remember to change the MP\_VERSION identifier in scripts/definitions/version.as,
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so things do not break from people with incompatible versions trying to join each other.
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### Does this have the Wake of the Heralds DLC Expansion?
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Yes. The code has been modified to bypass all DLC checks and unlock it by default. The Wake of the Heralds content
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is always available in the open-source version.
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### Is there a Community?
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Most Star Ruler 2 community activity is centered around the [Steam Forums](https://steamcommunity.com/app/282590/discussions/)
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(it is possible to post without owning the game on steam), and the [Discord Server for Rising Stars](https://discord.gg/9YyXgbh),
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one of the largest SR2 mod projects.
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## Licensing
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Star Ruler 2 source code is licensed as MIT, art assets are licensed as CC-BY-NC 2.0.
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Some third party code is contained in this repository as dependencies. Licenses for those projects are contained in the appropriate source folders.
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See the COPYING file for more information.
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