KABOOOOOOOOOOM!!!!
dumb dipshit fnf engine
very experimental, gonna be used for sword's cubical saturday, which is my (currently unreleased) mod
so expect some code specific to it later on (will be wrapped under the SCS define)
get vs build tools 2022 on windows, install the desktop development with c++ package, and you're done
for linux, install luajit, vlc, and g++ if you don't have any of those already
install hmm if not installed already:
haxelib install hmm
then use hmm to install the libs:
haxelib run hmm install
this might take a while cuz hmm is stupid and clones the ENTIRE repo history for every git haxelib
i tried to fix it but i don't care anymore actually
this engine uses a custom lime fork, for extra features and patches that regular lime doesn't have, so we need to run this before compiling:
haxelib run lime rebuild <platform>
replace <platform>
with whatever OS you're running on, such as
windows
, mac
, linux
, etc
note that you may have to update lime along with the other haxelibs installed earlier sometimes, which means you might have to do this step again when you update your haxelibs!
if absolutely nothing happens when running the command, it's just because there's nothing to recompile yet!
if you wanna compile a build WITHOUT the assets in it, instead pointing to the source assets folder (for quicker testing):
haxelib run lime test <platform> -DTEST_BUILD
if you wanna compile a build WITH the assets in it, instead pointing to the export assets folder (meant for release builds of mods and such):
haxelib run lime test <platform>
replace <platform>
with whatever OS you're running on, such as
windows
, mac
, linux
, etc
that's it, you compiled the game (hopefully)
I just don't want to, simple as that.
There's several reasons behind me not using them but I don't think it's worth it to rant about stuff that is constantly changing
I would keep using Codename for SCS but this engine is too far into development for me to really continue using it even after dev team stuff got sorted out