mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-11-29 13:30:34 +01:00
270 lines
6.5 KiB
Markdown
270 lines
6.5 KiB
Markdown
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**Table of Contents** *generated with [DocToc](http://doctoc.herokuapp.com/)*
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- [Building](#building)
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- [Manual build (without CMake)](#manual-build-without-cmake)
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- [Building Engine](#building-engine)
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- [Building launch binary](#building-launch-binary)
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- [Building on Windows](#building-on-windows)
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- [Visual Studio 2013 (recommended for Windows)](#visual-studio-2013-recommended-for-windows)
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- [Visual Studio 6](#visual-studio-6)
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- [MinGW](#mingw)
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- [Building Game mods](#building-game-mods)
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- [Linux](#linux)
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- [microndk](#microndk)
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- [Makefile.linux](#makefile-linux)
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- [Windows](#windows)
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- [Running](#running)
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- [Manual running](#manual-running)
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- [Running with GDB](#running-with-gdb)
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- [Using DLL Loader](#using-dll-loader)
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- [Running MinGW builds](#running-mingw-builds)
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- [Running MinGW builds under GDB](#running-mingw-builds-under-gdb)
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# Building
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## Manual build (without CMake)
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### Building engine
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Clone Xash3D repository using git:
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git clone https://github.com/FWGS/xash3d
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Move to the Xash3D folder:
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cd xash3d/engine
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make -f Makefile.linux XASH_VGUI=1
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or same for dedicated
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make -f Makefile.linux XASH_DEDICATED=1
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To enable dll support on linux, build loader library:
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cd ../loader
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make -f Makefile.linux libloader.so libloader.a
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cp libloader.so libloader.a ../engine/
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And built engine with XASH_DLL_LOADER=1:
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cd ../engine
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make -f Makefile.linux XASH_VGUI=1 XASH_SDL=1 XASH_DLL_LOADER=1
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or same for dedicated server
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cd ../engine
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make -f Makefile.linux XASH_DEDICATED=1 XASH_DLL_LOADER=1
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### Building engine in separate library
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Some old distros does not support hidden symbol visibility
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This results in crash when loading server library
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Building launch binary
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cd (xash3d)/game_launch
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gcc xash.c -o xash -ldl -lrt -lm
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Building engine library:
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make -f Makefile.linux XASH_SINGLE_BINARY=0
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## Building on Windows
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### Visual Studio 2013 (recommended for Windows)
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Download latest prebuilt SDL2 from
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https://www.libsdl.org/release/SDL2-devel-2.0.4-VC.zip
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Unzip and rename `SDL2-2.0.4` folder to `SDL2` and put it next to xash3d project folder.
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..\xash3d\
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..\SDL2\
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Open `xash.sln` with Visual Studio 2013 and make a build. After building, copy contents of `Debug` or
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`Release` folder to directory you choose. Copy `valve` folder and `vgui.dll` from your Half Life game
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installation folder and `SDL2.dll` form `\SDL2\lib\x86\` to it.
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Move `vgui_support.dll` into `valve` folder.
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..\valve\
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..\valve\vgui_support.dll
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..\menu.dll
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..\SDL2.dll
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..\vgui.dll
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..\xash.dll
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..\xash.exe
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Now you good to go, just run `xash.exe`.
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### Visual Studio 6
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This is legacy configuration, but msvc6 seems to generate more stable and more effective code
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Setup your msvc6 enviroment, unpack SDL2-2.0.4 to xash3d folder and do:
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cd (xash3d)\engine
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..\msvc6\build.bat
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cd (xash3d)\game_launch
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..\msvc6\build_launch.bat
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### MinGW
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The most effective configuration, but maybe unstable.
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Setup your MinGW environment and run:
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cd (xash3d)\engine\
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CC=gcc mingw32-make -f Makefile.mingw
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engine will be built to single exe binary
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## Building game mods
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### Linux
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#### microndk
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All mods that ported to android may be build to linux using Android.mk with microndk:
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[https://github.com/SDLash3D/microndk]
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Clone microndk repo somewhere, change xash3d_config to preffered configuration (change arch to x86
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for example)
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Go to dlls folder if you are building server or cl_dlls if you are building client and do:
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make -f /path/to/microndk/microndk.mk -j4
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Do:
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make -f /path/to/microndk/microndk.mk -j4 clean
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every time when you build client after building server
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#### Makefile.linux
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### Windows
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On windows common way is using Visual Studio as many mods does not correctly work with mingw.
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Just open project and build it.
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Other is using mingw and microndk, but it was not tested yet.
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hlsdk-xash3d based mods may work fine with mingw.
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You may use microndk to build it. Build process is very similar to linux one.
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After setting up MinGW enviroment, do:<br>
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`mingw32-make -f \path\to\microndk\Microndk.mk`
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to build 64-bit library, use:<br>
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`mingw32-make -f \path\to\microndk\Microndk.mk 64BIT=1`
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Edit xash3d_config.mk to set optimal CFLAGS if you are running server
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# Running
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Copy **valve** folder from Half-Life:
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cp -r $HOME/.steam/steam/steamapps/common/Half-Life/valve $HOME/Games/Xash3D
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**NOTE**: If you build with CMake, you can now use `make install`. It will install binaries where
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they must be located. So just run `xash3d` from command line in directory where is gamedata is located.
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For additional info look to the CMakeLists.txt in repo root and xash3d.sh script.
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After a successful build, copy the next files to some other directory where you want to run Xash3D:
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cp engine/libxash.so game_launch/xash3d mainui/libxashmenu.so $HOME/Games/Xash3D
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If you built it with XASH_VGUI, also copy vgui.so:
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cp ../hlsdk/linux/vgui.so vgui_support/libvgui_support.so $HOME/Games/Xash3D
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Copy script:
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cp ../xash3d.sh $HOME/Games/Xash3D
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Run:
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cd $HOME/Games/Xash3D
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./xash3d.sh
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## Manual running
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Put xash3d binaries and vgui(optionally) to you game data directory and run:
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LD_LIBRARY_PATH=. ./xash -dev 5
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## Running under GDB
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LD_LIBRARY_PATH=. gdb --args ./xash -dev 5
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## Using DLL Loader
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Put vgui_support.dll from windows build to your game data folder and run:
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LD_LIBRARY_PATH=. ./xash -dev 5 -vguilib vgui.dll -clientlib valve/cl_dlls/client.dll -dll dlls/hl.dll
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## Running MinGW builds
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Put exe file to your game data directory
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cd (game)\
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xash_bin -dev 5
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### Running MinGW builds under GDB
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gdb --args ./xash_bin.exe -dev 5
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# Useful GDB commands
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Start or restart process:
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(gdb) r
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Show backtrace:
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(gdb) bt
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Full backtrace:
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(gdb) bt full
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Continue execution:
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(gdb) c
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Recover from segmentation fault:
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Skipping function:
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(gdb) handle SIGSEGV nopass
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(gdb) ret
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(gdb) c
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Restart frame for beginning:
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(gdb) handle SIGSEGV nopass
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(gdb) jump *Host_AbortCurrentFrame
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Anti-Crash script (useful for scripting servers):
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```
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cd /path/to/rootdir
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file xash
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set args xash -dev 5 -nowcon
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handle SIGSEGV nopass
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catch signal SIGSEGV
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set $crashes=0
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commands
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print $crashes++
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if $crashes > 500
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set $crashes=0
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run
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else
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jump *Host_AbortCurrentFrame
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end
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end
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run
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```
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