.github/workflows | ||
cl_dll | ||
cmake | ||
common | ||
contrib/iZarif | ||
dlls | ||
engine | ||
game_shared | ||
pm_shared | ||
public | ||
scripts/waifulib | ||
utils | ||
vgui_support@9910859822 | ||
.gitignore | ||
.gitmodules | ||
.travis.yml | ||
Android.mk | ||
appveyor.yml | ||
CMakeLists.txt | ||
LICENSE | ||
README.md | ||
waf | ||
waf.bat | ||
wscript |
Half-Life SDK for GoldSource and Xash3D
Half-Life SDK for GoldSource & Xash3D with some bugfixes.
Obtaining source code
Either clone the repository via git 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.
To clone the repository with git type in Git Bash (on Windows) or in terminal (on Unix-like operating systems):
git clone --recursive https://github.com/FWGS/hlsdk-portable
Build Instructions
Windows
Prerequisites
Install and run Visual Studio Installer. 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
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 and during installation tick Add to the PATH....
Opening command prompt
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
.
Inside the prompt navigate to the hlsdk directory, using cd
command, e.g.
cd C:\Users\username\projects\hlsdk-portable
Note: if hlsdk-portable is unpacked on another disk, nagivate there first:
D:
cd projects\hlsdk-portable
Building
Сonfigure the project:
cmake -A Win32 -B build
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.
The next step is to compile the libraries:
cmake --build build --config Release
hl.dll
and client.dll
will appear in the build/dlls/Release
and build/cl_dll/Release
directories.
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 cmake
with --target install
parameter:
cmake --build build --config Release --target install
Choosing Visual Studio version
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
Editing code in Visual Studio
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.
Windows. Using Microsoft Visual Studio 6
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:
set MSVCDir=C:\Program Files\Microsoft Visual Studio
cd dlls && compile.bat && cd ../cl_dll && compile.bat
hl.dll
and client.dll
will appear in dlls/
and cl_dll/
diretories. The libraries built with msvc6 should be compatible with Windows XP.
Linux. Using Steam Runtime in chroot
Prerequisites
The official way to build Steam compatible games for Linux is through steam-runtime.
Install schroot. On Ubuntu or Debian:
sudo apt install schroot
Clone https://github.com/ValveSoftware/steam-runtime and follow instructions: download and setup the chroot.
sudo ./setup_chroot.sh --i386 --tarball ./com.valvesoftware.SteamRuntime.Sdk-i386-scout-sysroot.tar.gz
Building
Now you can use cmake and make prepending the commands with schroot --chroot steamrt_scout_i386 --
:
schroot --chroot steamrt_scout_i386 -- cmake -B build-in-steamrt -S .
schroot --chroot steamrt_scout_i386 -- cmake --build build-in-steamrt
Linux. Build without Steam Runtime
Prerequisites
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
Building
cmake -B build -S .
cmake --build build
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.
Linux. Build in your own chroot
Prerequisites
Use the most suitable way for you to create an old distro 32-bit chroot. E.g. on Ubuntu/Debian 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
# inside chroot
apt install cmake build-essential gcc-multilib g++-multilib libsdl2-dev
exit
Create and adapt the following config in /etc/schroot/chroot.d/jessie.conf (you can choose a different name):
[jessie]
type=directory
description=Debian jessie i386
directory=/var/chroots/jessie-i386/
users=yourusername
groups=adm
root-groups=root
preserve-environment=true
personality=linux32
Insert your actual user name in place of yourusername
.
Building
Prepend any make or cmake call with schroot -c jessie --
:
schroot --chroot jessie -- cmake -B build-in-chroot -S .
schroot --chroot jessie -- cmake --build build-in-chroot
Linux. Crosscompiling using mingw
Note that GoldSource won't work with libraries compiled with mingw.
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
cmake -B build -S .
cmake --build build
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