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# Half-Life SDK for Xash3D [![Build Status](https://github.com/FWGS/hlsdk-xash3d/actions/workflows/.github.yml/badge.svg?branch=master)](https://github.com/FWGS/hlsdk-xash3d/actions/workflows/.github.yml) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/github/FWGS/hlsdk-xash3d?svg=true)](https://ci.appveyor.com/project/a1batross/hlsdk-xash3d) # Half-Life SDK for GoldSource and Xash3D [![Build Status](https://github.com/FWGS/hlsdk-xash3d/actions/workflows/.github.yml/badge.svg?branch=master)](https://github.com/FWGS/hlsdk-xash3d/actions/workflows/.github.yml) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/github/FWGS/hlsdk-xash3d?svg=true)](https://ci.appveyor.com/project/a1batross/hlsdk-xash3d)
Half-Life SDK for Xash3D & GoldSource with some fixes. Half-Life SDK for GoldSource & Xash3D with some bugfixes.
## How to build # Obtaining source code
### CMake as most universal way Either clone the repository via [git](`https://git-scm.com/downloads`) or just download ZIP via **Code** button on github. The first option is more preferable as it also allows you to search through the repo history, switch between branches and clone the vgui submodule.
mkdir build && cd build To clone the repository with git type in Git Bash (on Windows) or in terminal (on Unix-like operating systems):
cmake ../
make
Crosscompiling using mingw: ```
git clone --recursive https://github.com/FWGS/hlsdk-xash3d
```
mkdir build-mingw && cd build-mingw # Build Instructions
TOOLCHAIN_PREFIX=i686-w64-mingw32 # check up the actual mingw prefix of your mingw installation
cmake ../ -DCMAKE_SYSTEM_NAME=Windows -DCMAKE_C_COMPILER="$TOOLCHAIN_PREFIX-gcc" -DCMAKE_CXX_COMPILER="$TOOLCHAIN_PREFIX-g++"
You may enable or disable some build options by -Dkey=value. All available build options are defined in CMakeLists.txt at root directory. ## Windows. Using Developer Command Propmt for Visual Studio
See below if you want to build the GoldSource compatible libraries.
See below, if CMake is not suitable for you: ### Prerequisites
### Windows Install and run [Visual Studio Installer](https://visualstudio.microsoft.com/downloads/). The installer allows you to choose specific components. Select `Desktop development with C++`. You can untick everything you don't need in Installation details, but you must keep `MSVC` and `C++ CMake tools for Windows` ticked.
#### Using msvc ### Building
We use compilers provided with Microsoft Visual Studio 6. There're `compile.bat` scripts in both `cl_dll` and `dlls` directories. Run `Developer command prompt for VS` via Windows `Start` menu. Inside the prompt navigate to the hlsdk directory, using `cd` command, e.g.
Before running any of those files you must define `MSVCDir` variable which is the path to your msvc installation. ```
cd C:\Users\username\projects\hlsdk-xash3d
```
set MSVCDir=C:\Program Files\Microsoft Visual Studio Note: if hlsdk-xash3d is unpacked on another disk, nagivate there first:
compile.bat ```
D:
cd projects\hlsdk-xash3d
```
These scripts also can be ran via wine: Сonfigure the project:
```
cmake -A Win32 -B build -DCMAKE_INSTALL_PREFIX="dist"
```
Once you configure the project you don't need to call `cmake` anymore unless you modify `CMakeLists.txt` files or want to reconfigure the project with different parameters.
MSVCDir="z:\home\$USER\.wine\drive_c\Program Files\Microsoft Visual Studio" wine cmd /c compile.bat The next step is to compile the libraries:
```
msbuild -verbosity:normal /property:Configuration=Release build/INSTALL.vcxproj
```
`hl.dll` and `client.dll` will appear in the directory configured via **CMAKE_INSTALL_PREFIX** option (**dist** in this example).
The libraries built this way are always GoldSource compatible. If you have a mod and want to automatically install libraries to the mod directory, set **GAMEDIR** variable to the directory name and **CMAKE_INSTALL_PREFIX** to your Half-Life or Xash3D installation path:
```
cmake -A Win32 -B build -DGAMEDIR=mod -DCMAKE_INSTALL_PREFIX="C:\Program Files (x86)\Steam\steamapps\common\Half-Life"
```
Then call `msbuild` as described above.
#### Using mingw #### Choosing Visual Studio version
TODO You can explicitly choose a Visual Studio version on the configuration step by specifying cmake generator:
```
cmake -G "Visual Studio 16 2019" -A Win32 -B build -DCMAKE_INSTALL_PREFIX="dist"
```
### Unix-like ### Editing code in Visual Studio
To use waf, you need to install python (2.7 minimum) After the configuration step, `HLSDK-XASH3D.sln` should appear in the `build` directory. You can open this solution in Visual Studio and continue developing there.
(./waf configure -T release) ## Windows. Using Microsoft Visual Studio 6
(./waf)
### Android Microsoft Visual Studio 6 is very old, but if you still have it installed, you can use it to build this hlsdk. There are no project files, but two `.bat` files, for server and client libraries. They require variable **MSVCDir** to be set to the installation path of Visual Studio:
Just typical `ndk-build`. ```
TODO: describe what it is. set MSVCDir=C:\Program Files\Microsoft Visual Studio
cd dlls && compile.bat && cd ../cl_dll && compile.bat
```
### Building GoldSource-compatible libraries `hl.dll` and `client.dll` will appear in `dlls/` and `cl_dll/` diretories. The libraries built with msvc6 should be compatible with Windows XP.
To enable building the goldsource compatible client library add GOLDSOURCE_SUPPORT flag when calling cmake: ## Linux. Using Steam Runtime in chroot
cmake .. -DGOLDSOURCE_SUPPORT=ON ### Prerequisites
or when using waf: The official way to build Steam compatible games for Linux is through steam-runtime.
./waf configure -T release --enable-goldsrc-support Install schroot. On Ubuntu or Debian:
Unlike original client by Valve the resulting client library will not depend on vgui or SDL2 just like the one that's used in FWGS Xash3d. ```
sudo apt install schroot
```
Note for **Windows**: it's not possible to create GoldSource compatible libraries using mingw, only msvc builds will work. Clone https://github.com/ValveSoftware/steam-runtime and follow instructions: [download](https://github.com/ValveSoftware/steam-runtime/blob/e014a74f60b45a861d38a867b1c81efe8484f77a/README.md#downloading-a-steam-runtime) and [setup](https://github.com/ValveSoftware/steam-runtime/blob/e014a74f60b45a861d38a867b1c81efe8484f77a/README.md#using-schroot) the chroot.
Note for **Linux**: GoldSource requires libraries (both client and server) to be compiled with libstdc++ bundled with g++ of major version 4 (versions from 4.6 to 4.9 should work). ```
If your Linux distribution does not provide compatible g++ version you have several options. sudo ./setup_chroot.sh --i386 --tarball ./com.valvesoftware.SteamRuntime.Sdk-i386-scout-sysroot.tar.gz
```
#### Method 1: Statically build with c++ library ### Building
This one is the most simple but has a drawback. Now you can use cmake and make prepending the commands with `schroot --chroot steamrt_scout_i386 --`:
```
mkdir build-in-steamrt && cd build-in-steamrt
schroot --chroot steamrt_scout_i386 -- cmake ..
schroot --chroot steamrt_scout_i386 -- make
```
cmake ../ -DGOLDSOURCE_SUPPORT=ON -DCMAKE_C_FLAGS="-static-libstdc++ -static-libgcc" ## Linux. Build without Steam Runtime
The drawback is that the compiled libraries will be larger in size. ### Prerequisites
#### Method 2: Build in Steam Runtime chroot Install C++ compilers, cmake and x86 development libraries for C, C++ and SDL2. On Ubuntu/Debian:
```
sudo apt install cmake build-essential gcc-multilib g++-multilib libsdl2-dev:i386
```
This is the official way to build Steam compatible games for Linux. ### Building
Clone https://github.com/ValveSoftware/steam-runtime and follow instructions https://github.com/ValveSoftware/steam-runtime#building-in-the-runtime ```
mkdir build && cd build
cmake ..
make
```
sudo ./setup_chroot.sh --i386 Note that the libraries built this way might be not compatible with Steam Half-Life. If you have such issue you can configure it to build statically with c++ and gcc libraries:
```
cmake .. -DCMAKE_C_FLAGS="-static-libstdc++ -static-libgcc"
```
To ensure portability it's still better to build using Steam Runtime or another chroot of some older distro.
Then use cmake and make as usual, but prepend the commands with `schroot --chroot steamrt_scout_i386 --`: ## Linux. Build in your own chroot
mkdir build-in-steamrt && cd build-in-steamrt ### Prerequisites
schroot --chroot steamrt_scout_i386 -- cmake ../ -DGOLDSOURCE_SUPPORT=ON
schroot --chroot steamrt_scout_i386 -- make
#### Method 3: Create your own chroot with older distro that includes g++ 4. Use the most suitable way for you to create an old distro 32-bit chroot. E.g. on Ubuntu/Debian you can use debootstrap.
Use the most suitable way for you to create an old distro 32-bit chroot. E.g. on Debian (and similar) you can use debootstrap. ```
sudo apt install debootstrap schroot
sudo mkdir -p /var/choots
sudo debootstrap --arch=i386 jessie /var/chroots/jessie-i386 # On Ubuntu type trusty instead of jessie
sudo chroot /var/chroots/jessie-i386
```
sudo debootstrap --arch=i386 jessie /var/chroot/jessie-debian-i386 # On Ubuntu type trusty instead of jessie ```
sudo chroot /var/chroot/jessie-debian-i386 # inside chroot
apt install cmake build-essential gcc-multilib g++-multilib libsdl2-dev
exit
```
Inside chroot install cmake, make, g++ and libsdl2-dev. Then exit the chroot. Create and adapt the following config in /etc/schroot/chroot.d/jessie.conf (you can choose a different name):
On the host system install schroot. Then create and adapt the following config in /etc/schroot/chroot.d/jessie.conf (you can choose a different name):
``` ```
[jessie] [jessie]
type=directory type=directory
description=Debian jessie i386 description=Debian jessie i386
directory=/var/chroot/debian-jessie-i386/ directory=/var/chroots/jessie-i386/
users=yourusername users=yourusername
groups=yourusername groups=adm
root-groups=root root-groups=root
preserve-environment=true preserve-environment=true
personality=linux32 personality=linux32
``` ```
Insert your actual user name in place of `yourusername`. Then prepend any make or cmake call with `schroot -c jessie --`: Insert your actual user name in place of `yourusername`.
mkdir build-in-chroot && cd build-in-chroot ### Building
schroot --chroot jessie -- cmake ../ -DGOLDSOURCE_SUPPORT=ON
schroot --chroot jessie -- make
#### Method 4: Install the needed g++ version yourself Prepend any make or cmake call with `schroot -c jessie --`:
```
TODO: describe steps. mkdir build-in-chroot && cd build-in-chroot
schroot --chroot jessie -- cmake ..
#### Configuring Qt Creator to use toolchain from chroot schroot --chroot jessie -- make
Create a file with the following contents anywhere:
```sh
#!/bin/sh
schroot --chroot steamrt_scout_i386 -- cmake "$@"
``` ```
Make it executable. ## Linux. Crosscompiling using mingw
In Qt Creator go to `Tools` -> `Options` -> `Build & Run` -> `CMake`. Add a new cmake tool and specify the path of previously created file.
Go to `Kits` tab, clone your default configuration and choose your CMake tool there. Note that GoldSource won't work with libraries compiled with mingw.
Choose the new kit when opening CMakeLists.txt.
TODO: do we need this section at all? Is Xash3D-FWGS distributed with support for game libraries built with mingw?
### Prerequisites
Install mingw. On Ubuntu/Debian:
```
sudo apt-get install -y mingw-w64-i686-dev binutils-mingw-w64-i686 gcc-mingw-w64-i686 g++-mingw-w64-i686
```
### Building
```
mkdir build-mingw && cd build-mingw
TOOLCHAIN_PREFIX=i686-w64-mingw32 # check up the actual mingw prefix of your mingw installation
cmake .. -DCMAKE_SYSTEM_NAME=Windows -DCMAKE_C_COMPILER="$TOOLCHAIN_PREFIX-gcc" -DCMAKE_CXX_COMPILER="$TOOLCHAIN_PREFIX-g++"
```
## Android
TODO
## Other platforms
Building on other Unix-like platforms (e.g. FreeBSD) is supported.
### Prerequisites
Install C and C++ compilers (like gcc or clang), cmake and make (or gmake)
### Building
```
mkdir build && cd build
cmake ..
make
```
### Building with waf
To use waf, you need to install python (2.7 minimum)
```
(./waf configure -T release)
(./waf)
```
## Build options
Some useful build options that can be set during the cmake step.
* **GOLDSOURCE_SUPPORT** - allows to turn off/on the support for GoldSource input. Set to **ON** by default on Windows and Linux, **OFF** on other platforms.
* **USE_VGUI** - whether to use VGUI library. **OFF** by default. You need to init `vgui_support` submodule in order to build with VGUI.
This list is incomplete. Look at `CMakeLists.txt` to see all available options.
Prepend option names with `-D` when passing to cmake. Boolean options can take values **OFF** and **ON**. Example:
```
cmake .. -DUSE_VGUI=ON -DGOLDSOURCE_SUPPORT=ON -DCROWBAR_IDLE_ANIM=ON -DCROWBAR_FIX_RAPID_CROWBAR=ON
```