From 1f2283d213e933778a7804e3c3e0fab6d4944e31 Mon Sep 17 00:00:00 2001 From: Rainyan Date: Thu, 2 Jul 2026 01:13:33 +0300 Subject: [PATCH 1/4] Improve Linux command formatting Use syntax highlighting Markdown hint for Linux terminal commands. Remove the `$` prompt string for easier copy-paste. --- CONTRIBUTING.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 8f226b0f2..6df15f4b4 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -89,16 +89,16 @@ SteamEnv=1 Next is finding the 64-bits steam-runtime under the Steam installation. This can be found using the following command, replacing `$HOME` if Steam is installed at another directory: -``` -$ find "$HOME" -type d -name 'steam-runtime' 2> /dev/null +```bash +find "$HOME" -type d -name 'steam-runtime' 2> /dev/null ``` Assuming default directory, it might be in either: `~/.steam/steam/steamapps/common/SteamLinuxRuntime/var/steam-runtime` or if using a Debian based distribution: `[TODO]`. Then change to that directory and replace `[INSERT_OUTPUT_HERE]` to the output of: -``` -$ cd -$ ./run.sh printenv LD_LIBRARY_PATH +```bash +cd +./run.sh printenv LD_LIBRARY_PATH ``` After this, you should be able to run and debug NT;RE, just make sure to have Steam open in the background. From 4c7f741113ed9d86deb2ec8734783860fc319cb8 Mon Sep 17 00:00:00 2001 From: Rainyan Date: Thu, 2 Jul 2026 01:16:30 +0300 Subject: [PATCH 2/4] Add Debian path for steam-runtime dir As tested on Pop!_OS 22.04 LTS --- CONTRIBUTING.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 6df15f4b4..3b9677456 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -93,7 +93,8 @@ using the following command, replacing `$HOME` if Steam is installed at another find "$HOME" -type d -name 'steam-runtime' 2> /dev/null ``` -Assuming default directory, it might be in either: `~/.steam/steam/steamapps/common/SteamLinuxRuntime/var/steam-runtime` or if using a Debian based distribution: `[TODO]`. +Assuming default directory, it might be in either: `~/.steam/steam/steamapps/common/SteamLinuxRuntime/var/steam-runtime` +or if using a Debian based distribution: `~/.steam/debian-installation/ubuntu12_32/steam-runtime`. Then change to that directory and replace `[INSERT_OUTPUT_HERE]` to the output of: ```bash From 36f2958d24dda8e66c9bbf67ef9262ecfd665a35 Mon Sep 17 00:00:00 2001 From: Rainyan Date: Thu, 2 Jul 2026 01:21:54 +0300 Subject: [PATCH 3/4] Redirect dead RE project link Redirect the dead RE project link to an archived fork --- CONTRIBUTING.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 3b9677456..6b2761b29 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -117,7 +117,7 @@ Example settings for debugging from Visual Studio solutions: [Break pointing and stepping](https://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code) the method [CServerGameDLL::GameFrame](src/game/server/gameinterface.cpp), or relevant methods in [C_NEO_Player](src/game/client/neo/c_neo_player.h) (clientside player) / [CNEO_Player](src/game/server/neo/neo_player.h) (serverside player) can help with figuring out the general game loop. Neo specific files usually live in [game/client/neo](src/game/client/neo), [game/server/neo](src/game/server/neo), or [game/shared/neo](src/game/shared/neo), similar to how most hl2mp code is laid out. -Ochii's impressive [reverse engineering project](https://github.com/Ochii/neotokyo-re) can also serve as reference for figuring things out. However, please refrain from copying reversed instructions line by line, as the plan is to write an open(ed) source (wherever applicable, note the Source SDK license) reimplementation, and steer clear of any potential copyright issues. Same thing applies for original NT assets; you can depend on the original NT installation (it's mounted to the engine filesystem by gameinfo.txt `|appid_244630|`), but avoid pushing those assets in the repo. +Ochii's impressive [reverse engineering project](https://github.com/Rainyan/neotokyo-re) can also serve as reference for figuring things out. However, please refrain from copying reversed instructions line by line, as the plan is to write an open(ed) source (wherever applicable, note the Source SDK license) reimplementation, and steer clear of any potential copyright issues. Same thing applies for original NT assets; you can depend on the original NT installation (it's mounted to the engine filesystem by gameinfo.txt `|appid_244630|`), but avoid pushing those assets in the repo. ## Good to know From 6e032fc8be26821c2ba91ba7ca0ac1faa8b29a13 Mon Sep 17 00:00:00 2001 From: Rainyan Date: Thu, 2 Jul 2026 01:23:26 +0300 Subject: [PATCH 4/4] improve link text --- CONTRIBUTING.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 6b2761b29..852c1d67b 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -117,7 +117,7 @@ Example settings for debugging from Visual Studio solutions: [Break pointing and stepping](https://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code) the method [CServerGameDLL::GameFrame](src/game/server/gameinterface.cpp), or relevant methods in [C_NEO_Player](src/game/client/neo/c_neo_player.h) (clientside player) / [CNEO_Player](src/game/server/neo/neo_player.h) (serverside player) can help with figuring out the general game loop. Neo specific files usually live in [game/client/neo](src/game/client/neo), [game/server/neo](src/game/server/neo), or [game/shared/neo](src/game/shared/neo), similar to how most hl2mp code is laid out. -Ochii's impressive [reverse engineering project](https://github.com/Rainyan/neotokyo-re) can also serve as reference for figuring things out. However, please refrain from copying reversed instructions line by line, as the plan is to write an open(ed) source (wherever applicable, note the Source SDK license) reimplementation, and steer clear of any potential copyright issues. Same thing applies for original NT assets; you can depend on the original NT installation (it's mounted to the engine filesystem by gameinfo.txt `|appid_244630|`), but avoid pushing those assets in the repo. +Ochii's impressive [reverse engineering project (archived fork)](https://github.com/Rainyan/neotokyo-re) can also serve as reference for figuring things out. However, please refrain from copying reversed instructions line by line, as the plan is to write an open(ed) source (wherever applicable, note the Source SDK license) reimplementation, and steer clear of any potential copyright issues. Same thing applies for original NT assets; you can depend on the original NT installation (it's mounted to the engine filesystem by gameinfo.txt `|appid_244630|`), but avoid pushing those assets in the repo. ## Good to know