mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-28 04:59:14 +01:00
380 lines
15 KiB
Markdown
380 lines
15 KiB
Markdown
# Half-Life SDK for GoldSource and Xash3D [![Build Status](https://github.com/FWGS/hlsdk-portable/actions/workflows/build.yml/badge.svg?branch=master)](https://github.com/FWGS/hlsdk-portable/actions/workflows/build.yml) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/github/FWGS/hlsdk-portable?svg=true)](https://ci.appveyor.com/project/a1batross/hlsdk-portable)
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Half-Life SDK for GoldSource & Xash3D with some bugfixes.
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<details><summary>Changelog</summary>
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<p>
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- Fixed an occasional bug when houndeyes stuck unable to do anything. Technical detail: now monster's `Activity` is set before the call to `SetYawSpeed`. [Patch](https://github.com/FWGS/hlsdk-portable/commit/467899b99aa225a95d90222137f18c141c929c86)
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- Monsters now play idle sounds as it's supposed by the code. Technical detail: the problem was a check for a wrong variable. [Patch](https://github.com/FWGS/hlsdk-portable/commit/9fc712da019a1ca646171e912209a993e7c43976)
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- Fixed a bug that caused talk monsters (scientists and security guards) to face a wrong direction during scripted sequence sometimes. [Patch](https://github.com/FWGS/hlsdk-portable/commit/3e2808de62e479e83068c075cb88b4f177f9acc7)
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- Fixed squad member removal. This bug affected houndeye attacks as their attack depends on percieved number of squad members. [Patch](https://github.com/FWGS/hlsdk-portable/commit/b4502f71336a08f3f2c72b7b061b2838a149a11b)
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- Scientists now react to smells. [Patch](https://github.com/FWGS/hlsdk-portable/commit/2de4e7ab003d5b1674d12525f5aefb1e57a49fa3)
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- Tau-cannon (gauss) plays idle animations.
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- Tau-cannon (gauss) beam color depends on the charge as it was before the prediction code was introduced in Half-Life. [Patch](https://github.com/FWGS/hlsdk-portable/commit/0a29ec49c8183ebb8da22a6d2ef395eae9c3dffe)
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- Brought back gluon flare in singleplayer. [Patch](https://github.com/FWGS/hlsdk-portable/commit/9d7ab6acf46a8b71ef119d9c252767865522d21d)
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- Hand grenades don't stay primed after holster, preventing detonation after weapon switch. [Patch](https://github.com/FWGS/hlsdk-portable/commit/6e1059026faa90c5bfe5e3b3f4f58fde398d4524)
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- Fixed flashlight battery appearing as depleted on restore.
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- Fixed a potential overflow when reading sentences.txt. [Patch](https://github.com/FWGS/hlsdk-xash3d/commit/cb51d2aa179f1eb622e08c1c07b053ccd49e40a5)
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- Fixed beam attachment invalidated on restore (that led to visual bugs). [Patch](https://github.com/FWGS/hlsdk-xash3d/commit/74b5543c83c5cdcb88e9254bacab08bc63c4c896)
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- Fixed alien controllers facing wrong direction in non-combat state. [Patch](https://github.com/FWGS/hlsdk-portable/commit/e51878c45b618f9b3920b46357545cbb47befeda)
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- Fixed weapon deploy animations not playing sometimes on fast switching between weapons. [Patch](https://github.com/FWGS/hlsdk-portable/commit/ed676a5413c2d26b2982e5b014e0731f0eda6a0d) [Patch2](https://github.com/FWGS/hlsdk-portable/commit/4053dca7a9cf999391cbd77224144da207e4540b)
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- Fixed tripmine sometimes having wrong body on pickup [Patch](https://github.com/FWGS/hlsdk-portable/commit/abf08e4520e3b6cd12a40f269f4a256cf8496227)
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Bugfix-related macros that can be enabled during the compilation:
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- **CROWBAR_DELAY_FIX** fixes a bug when crowbar has a longer delay after the first hit.
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- **CROWBAR_FIX_RAPID_CROWBAR** fixes a "rapid crowbar" bug when hitting corpses of killed monsters.
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- **GAUSS_OVERCHARGE_FIX** fixes tau-cannon (gauss) charge sound not stopping after the overcharge.
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- **CROWBAR_IDLE_ANIM** makes crowbar play idle animations.
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- **TRIPMINE_BEAM_DUPLICATION_FIX** fixes tripmine's beam duplication on level transition.
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- **HANDGRENADE_DEPLOY_FIX** makes handgrenade play draw animation after finishing a throw.
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- **WEAPONS_ANIMATION_TIMES_FIX** fixes deploy and idle animation times of some weapons.
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Bugfix-related server cvars:
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- **satchelfix**: if set to 1, doors won't get blocked by satchels. Fixes an infamous exploit on `crossfire` map.
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- **explosionfix**: if set to 1, explosion damage won't propagate through thin bruses.
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- **selfgauss**: if set to 0, players won't hurt themselves with secondary attack when shooting thick brushes.
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*Note*: the macros and cvars were adjusted in [hlfixed](https://github.com/FWGS/hlsdk-portable/tree/hlfixed) branch (for further information read [this](https://github.com/FWGS/hlsdk-portable/wiki/HL-Fixed)). The bugfix macros are kept turned off in `master` branch to maintain the compatibility with vanilla servers and clients.
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Other server cvars:
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- **mp_bhopcap**: if set to 1, enable bunny-hop.
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- **chargerfix**: if set to 1, wall-mounted health and battery chargers will play reject sounds if player has the full health or armor.
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- **corpsephysics**: if set to 1, corpses of killed monsters will fly a bit from an impact. It's a cut feature from Half-Life.
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</p>
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</details>
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<details><summary>Support for mods</summary>
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<p>
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This repository contains (re-)implementations of some mods as separate branches derived from `master`. The list of supported mods can be found [here](https://github.com/FWGS/hlsdk-portable/wiki/Mods). Note that some branches are unstable and incomplete.
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To get the mod branch locally run the following git command:
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```
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git fetch origin asheep:asheep
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```
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This is considering that you have set **FWGS/hlsdk-portable** as an `origin` remote and want to fetch `asheep` branch.
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</p>
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</details>
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# Obtaining source code
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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.
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To clone the repository with git type in Git Bash (on Windows) or in terminal (on Unix-like operating systems):
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```
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git clone --recursive https://github.com/FWGS/hlsdk-portable
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```
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# Build Instructions
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## Windows x86.
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### Prerequisites
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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 corresponding Windows SDK (e.g. Windows 10 SDK or Windows 11 SDK) ticked. You may also keep `C++ CMake tools for Windows` ticked as you'll need **cmake**. Alternatively you can install **cmake** from the [cmake.org](https://cmake.org/download/) and during installation tick *Add to the PATH...*.
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### Opening command prompt
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If **cmake** was installed with Visual Studio Installer, you'll need to run `Developer command prompt for VS` via Windows `Start` menu. If **cmake** was installed with cmake installer, you can run the regular Windows `cmd`.
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Inside the prompt navigate to the hlsdk directory, using `cd` command, e.g.
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```
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cd C:\Users\username\projects\hlsdk-portable
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```
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Note: if hlsdk-portable is unpacked on another disk, nagivate there first:
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```
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D:
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cd projects\hlsdk-portable
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```
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### Building
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Сonfigure the project:
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```
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cmake -A Win32 -B build
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```
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Note that you must repeat the configuration step if you modify `CMakeLists.txt` files or want to reconfigure the project with different parameters.
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The next step is to compile the libraries:
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```
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cmake --build build --config Release
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```
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`hl.dll` and `client.dll` will appear in the `build/dlls/Release` and `build/cl_dll/Release` directories.
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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:
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```
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cmake -A Win32 -B build -DGAMEDIR=mod -DCMAKE_INSTALL_PREFIX="C:\Program Files (x86)\Steam\steamapps\common\Half-Life"
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```
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Then call `cmake` with `--target install` parameter:
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```
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cmake --build build --config Release --target install
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```
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#### Choosing Visual Studio version
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You can explicitly choose a Visual Studio version on the configuration step by specifying cmake generator:
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```
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cmake -G "Visual Studio 16 2019" -A Win32 -B build
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```
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### Editing code in Visual Studio
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After the configuration step, `HLSDK-PORTABLE.sln` should appear in the `build` directory. You can open this solution in Visual Studio and continue developing there.
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## Windows x86. Using Microsoft Visual Studio 6
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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:
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```
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set MSVCDir=C:\Program Files\Microsoft Visual Studio
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cd dlls && compile.bat && cd ../cl_dll && compile.bat
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```
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`hl.dll` and `client.dll` will appear in `dlls/` and `cl_dll/` diretories. The libraries built with msvc6 should be compatible with Windows XP.
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## Linux x86. Portable steam-compatible build using Steam Runtime in chroot
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### Prerequisites
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The official way to build Steam compatible games for Linux is through steam-runtime.
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Install schroot. On Ubuntu or Debian:
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```
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sudo apt install schroot
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```
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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.
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```
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sudo ./setup_chroot.sh --i386 --tarball ./com.valvesoftware.SteamRuntime.Sdk-i386-scout-sysroot.tar.gz
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```
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### Building
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Now you can use cmake and make prepending the commands with `schroot --chroot steamrt_scout_i386 --`:
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```
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schroot --chroot steamrt_scout_i386 -- cmake -DCMAKE_BUILD_TYPE=Release -B build-in-steamrt -S .
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schroot --chroot steamrt_scout_i386 -- cmake --build build-in-steamrt
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```
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## Linux x86. Portable steam-compatible build without Steam Runtime
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### Prerequisites
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Install C++ compilers, cmake and x86 development libraries for C, C++ and SDL2. On Ubuntu/Debian:
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```
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sudo apt install cmake build-essential gcc-multilib g++-multilib libsdl2-dev:i386
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```
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### Building
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```
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cmake -DCMAKE_BUILD_TYPE=Release -B build -S .
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cmake --build build
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```
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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:
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```
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cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_FLAGS="${CMAKE_CXX_FLAGS} -static-libstdc++ -static-libgcc" -B build -S .
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cmake --build build
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```
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Alternatively, you can avoid libstdc++/libgcc_s linking using small libsupc++ library and optimization build flags instead(Really just set Release build type and set C compiler as C++ compiler):
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```
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cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_COMPILER=cc -B build -S .
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cmake --build build
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```
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To ensure portability it's still better to build using Steam Runtime or another chroot of some older distro.
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## Linux x86. Portable steam-compatible build in your own chroot
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### Prerequisites
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Use the most suitable way for you to create an old distro 32-bit chroot. E.g. on Ubuntu/Debian you can use debootstrap.
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```
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sudo apt install debootstrap schroot
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sudo mkdir -p /var/choots
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sudo debootstrap --arch=i386 jessie /var/chroots/jessie-i386 # On Ubuntu type trusty instead of jessie
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sudo chroot /var/chroots/jessie-i386
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```
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```
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# inside chroot
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apt install cmake build-essential gcc-multilib g++-multilib libsdl2-dev
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exit
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```
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Create and adapt the following config in /etc/schroot/chroot.d/jessie.conf (you can choose a different name):
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```
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[jessie]
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type=directory
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description=Debian jessie i386
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directory=/var/chroots/jessie-i386/
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users=yourusername
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groups=adm
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root-groups=root
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preserve-environment=true
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personality=linux32
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```
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Insert your actual user name in place of `yourusername`.
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### Building
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Prepend any make or cmake call with `schroot -c jessie --`:
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```
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schroot --chroot jessie -- cmake -DCMAKE_BUILD_TYPE=Release -B build-in-chroot -S .
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schroot --chroot jessie -- cmake --build build-in-chroot
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```
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## Android
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1. Set up [Android Studio/Android SDK](https://developer.android.com/studio).
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### Android Studio
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Open the project located in the `android` folder and build.
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### Command-line
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```
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cd android
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./gradlew assembleRelease
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```
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### Customizing the build
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settings.gradle:
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* **rootProject.name** - project name displayed in Android Studio (optional).
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app/build.gradle:
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* **android->namespace** and **android->defaultConfig->applicationId** - set both to desired package name.
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* **getBuildNum** function - set **releaseDate** variable as desired.
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app/java/su/xash/hlsdk/MainActivity.java:
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* **.putExtra("gamedir", ...)** - set desired gamedir.
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src/main/AndroidManifest.xml:
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* **application->android:label** - set desired application name.
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* **su.xash.engine.gamedir** value - set to same as above.
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## Nintendo Switch
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### Prerequisites
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1. Set up [`dkp-pacman`](https://devkitpro.org/wiki/devkitPro_pacman).
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2. Install dependency packages:
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```
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sudo dkp-pacman -S switch-dev dkp-toolchain-vars switch-mesa switch-libdrm_nouveau switch-sdl2
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```
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3. Make sure the `DEVKITPRO` environment variable is set to the devkitPro SDK root:
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```
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export DEVKITPRO=/opt/devkitpro
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```
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4. Install libsolder:
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```
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source $DEVKITPRO/switchvars.sh
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git clone https://github.com/fgsfdsfgs/libsolder.git
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make -C libsolder install
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```
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### Building using CMake
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```
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mkdir build && cd build
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aarch64-none-elf-cmake -G"Unix Makefiles" -DCMAKE_PROJECT_HLSDK-PORTABLE_INCLUDE="$DEVKITPRO/portlibs/switch/share/SolderShim.cmake" ..
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make -j
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```
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### Building using waf
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```
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./waf configure -T release --nswitch
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./waf build
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```
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## PlayStation Vita
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### Prerequisites
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1. Set up [VitaSDK](https://vitasdk.org/).
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2. Install [vita-rtld](https://github.com/fgsfdsfgs/vita-rtld):
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```
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git clone https://github.com/fgsfdsfgs/vita-rtld.git && cd vita-rtld
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mkdir build && cd build
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cmake -DCMAKE_BUILD_TYPE=Release ..
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make -j2 install
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```
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### Building with waf:
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```
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./waf configure -T release --psvita
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./waf build
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```
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### Building with CMake:
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```
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mkdir build && cd build
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cmake -G"Unix Makefiles" -DCMAKE_TOOLCHAIN_FILE="$VITASDK/share/vita.toolchain.cmake" -DCMAKE_PROJECT_HLSDK-PORTABLE_INCLUDE="$VITASDK/share/vrtld_shim.cmake" ..
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make -j
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```
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## Other platforms
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Building on other architectures (e.g x86_64 or arm) and POSIX-compliant OSes (e.g. FreeBSD) is supported.
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### Prerequisites
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Install C and C++ compilers (like gcc or clang), cmake and make.
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### Building
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```
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cmake -DCMAKE_BUILD_TYPE=Release -B build -S .
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cmake --build build
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```
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Force 64-bit build:
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```
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cmake -DCMAKE_BUILD_TYPE=Release -D64BIT=1 -B build -S .
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cmake --build build
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```
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### Building with waf
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To use waf, you need to install python (2.7 minimum)
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```
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./waf configure -T release
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./waf
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```
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Force 64-bit build:
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```
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./waf configure -T release -8
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./waf
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```
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## Build options
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Some useful build options that can be set during the cmake step.
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* **GOLDSOURCE_SUPPORT** - allows to turn off/on the support for GoldSource input. Set to **ON** by default on x86 Windows and x86 Linux, **OFF** on other platforms.
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* **64BIT** - allows to turn off/on 64-bit build. Set to **OFF** by default on x86_64 Windows, x86_64 Linux and 32-bit platforms, **ON** on other 64-bit platforms.
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* **USE_VGUI** - whether to use VGUI library. **OFF** by default. You need to init `vgui_support` submodule in order to build with VGUI.
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This list is incomplete. Look at `CMakeLists.txt` to see all available options.
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Prepend option names with `-D` when passing to cmake. Boolean options can take values **OFF** and **ON**. Example:
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```
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cmake .. -DUSE_VGUI=ON -DGOLDSOURCE_SUPPORT=ON -DCROWBAR_IDLE_ANIM=ON -DCROWBAR_FIX_RAPID_CROWBAR=ON
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```
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