mittorn
7 years ago
4 changed files with 524 additions and 0 deletions
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#############################################
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# Makefile.linux - linux makefile
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# Copyright (C) 2017 mittorn
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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##############################################
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# Default options - optimized to debug on local machine
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CC ?= gcc |
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CXX ?= g++ |
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CFLAGS ?= -g -O1 -fsigned-char -Wall -Wextra -Wsign-compare -Wno-unknown-pragmas -Wno-missing-field-initializers -Wno-unused-parameter -Wno-unused-but-set-variable |
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LDFLAGS = |
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LBITS := $(shell getconf LONG_BIT) |
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DEPS := |
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XASH_COMMIT := $(firstword $(shell git rev-parse --short=6 HEAD) unknown) |
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ifeq ($(XASH_COMMIT),unknown) |
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$(warning You seems to build xash3d without git) |
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$(warning Please use git if you are going to publish your build) |
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endif |
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# Pass 64BIT=1 to make arguments to allow amd64 builds
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ifneq ($(64BIT),1) |
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ifeq ($(LBITS),64) |
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LDFLAGS += -m32 |
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CFLAGS += -m32 |
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endif |
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endif |
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TOPDIR = $(PWD)/.. |
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INCLUDES := |
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XASH_SINGLE_BINARY ?= 1 |
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INSTALL_DIR ?= ./install/ |
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ifeq ($(NANOGL),1) |
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INCLUDES += -Inanogl -Inanogl/GL |
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endif |
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INCLUDES += -I/usr/include/SDL2 -Icommon -I../common -I. -I../pm_shared -Iclient -Iserver -Iclient/vgui -Icommon/sdl |
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#############################
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# Preprocessor defines:
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#############################
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DEFINES = |
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# Specify commit hash in version string
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DEFINES += -DXASH_BUILD_COMMIT=\"$(XASH_COMMIT)\" |
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# Only SDL backend exists on linux
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ifeq ($(XASH_DEDICATED),1) |
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DEFINES += -DXASH_DEDICATED |
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else |
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DEFINES += -DXASH_SDL |
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LIBS += -lSDL2 |
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endif |
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#############################################
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# GL/GLES translators.
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# You need clone it to engine folder to use
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# Only one translator should be enabled
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#############################################
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ifeq ($(NANOGL),1) |
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DEFINES += -DXASH_NANOGL -D__MULTITEXTURE_SUPPORT__ -DEGL_LIB=\"libEGL.so\" |
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endif |
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ifeq ($(WES),1) |
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DEFINES += -DXASH_WES -D__MULTITEXTURE_SUPPORT__ -DEGL_LIB=\"libEGL.so\" |
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endif |
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ifeq ($(REGAL),1) |
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DEFINES += -DXASH_REGAL -D__MULTITEXTURE_SUPPORT__ -DEGL_LIB=\"regal/lib/linux-32/libRegal.so\" |
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LIBS += regal/lib/linux-32/libRegal.so |
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endif |
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# Some libc implementations cannot use libdl in static builds, so disable it by default
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ifeq ($(XASH_STATIC),1) |
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ifneq ($(XASH_STATIC_LIBDL),1) |
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DEFINES += -DNO_LIBDL |
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endif |
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XASH_SINGLE_BINARY := 1 |
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endif |
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ifneq ($(XASH_STATIC),1) |
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LIBS += -ldl |
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endif |
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ifeq ($(XASH_STATIC_LIBDL),1) |
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LIBS += -ldl |
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endif |
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LIBS += -lm -pthread |
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ifeq ($(XASH_SINGLE_BINARY),1) |
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DEFINES += -DSINGLE_BINARY |
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endif |
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# Collect files
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SRCS_CPP = |
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SRCS = $(wildcard server/*.c) $(wildcard client/vgui/*.c) $(wildcard client/avi/*.c) $(wildcard common/*.c) $(wildcard common/imagelib/*.c) $(wildcard common/soundlib/*.c) $(wildcard common/soundlib/libmpg/*.c) |
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ifneq ($(XASH_DEDICATED),1) |
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SRCS += $(wildcard client/*.c) |
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SRCS += $(wildcard platform/sdl/*.c) |
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ifeq ($(WES),1) |
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SRCS += $(wildcard gl-wes-v2/src/*.c) |
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endif |
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ifeq ($(NANOGL),1) |
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SRCS_CPP += $(wildcard nanogl/*.cpp) |
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endif |
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endif |
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OBJS = $(patsubst %.c,obj/%.o,$(SRCS)) |
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OBJS_CPP = $(patsubst %.cpp,obj/%.o,$(SRCS_CPP)) |
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#################################
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# Windows DLL loader
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# Should be enabled only on i386 builds
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#################################
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LOADER := |
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ifeq ($(XASH_DLL_LOADER),1) |
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DEFINES += -DDLL_LOADER |
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ifeq ($(XASH_SINGLE_BINARY),1) |
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LOADER = libloader.a |
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else |
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LOADER = libloader.so |
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endif |
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DEPS += $(LOADER) |
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LIBS += $(LOADER) |
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endif |
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# Rules for binaries
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ifeq ($(XASH_SINGLE_BINARY),0) |
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BINARIES = libxash.so |
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libxash.so : $(OBJS) $(OBJS_CPP) $(DEPS) |
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$(CC) -fvisibility=hidden -o libxash.so $(LDFLAGS) -shared $(OBJS) $(OBJS_CPP) $(LIBS) |
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else |
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BINARIES = xash |
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xash: $(OBJS) $(OBJS_CPP) $(DEPS) |
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ifeq ($(XASH_STATIC),1) |
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$(CC) -o xash -static $(LDFLAGS) $(OBJS) $(OBJS_CPP) $(LIBS) |
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else |
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$(CC) -o xash -fvisibility=hidden $(LDFLAGS) $(OBJS) $(OBJS_CPP) $(LIBS) |
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endif |
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endif |
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ifeq ($(XASH_DLL_LOADER),1) |
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$(LOADER): |
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$(MAKE) -f ../loader/Makefile.linux -C ../loader $(LOADER) |
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cp ../loader/$(LOADER) . |
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endif |
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# Create dirs for object files
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DIRS := obj obj/server obj/client/avi obj/client/vgui obj/common/sdl obj/common/imagelib obj/common/soundlib/libmpg obj/platform/sdl obj/nanogl |
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$(OBJS): | $(DIRS) |
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$(DIRS) : |
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mkdir -p $(DIRS) |
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# Object rules
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obj/%.o : %.c |
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$(CC) $(CFLAGS) $(INCLUDES) $(DEFINES) -c "$<" -o "$@" -Wno-unused-result -fvisibility=hidden |
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obj/%.o : %.cpp |
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$(CXX) $(CFLAGS) $(INCLUDES) $(DEFINES) -c "$<" -o "$@" |
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default: $(BINARIES) |
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.PHONY: depend clean list install |
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clean: |
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$(RM) $(OBJS) $(OBJS_CPP) $(BINARIES) ../loader/*.o ../loader/*.a ../loader/*.so $(LOADER) |
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list: |
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@echo Sources: |
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@echo $(SRCS) |
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@echo C++ Sources: |
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@echo $(SRCS_CPP) |
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@echo Objects: |
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@echo $(OBJS) $(OBJS_CPP) |
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@echo Dirs: |
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@echo $(DIRS) |
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@echo Dependencies: |
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@echo $(DEPS) |
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# Simple install rule
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install: $(BINARIES) |
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mkdir -p $(INSTALL_DIR) |
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ifeq ($(XASH_SINGLE_BINARY),1) |
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cp xash $(INSTALL_DIR)/xash_bin |
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else |
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cp libxash.so $(INSTALL_DIR)/ |
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cp libloader.so $(INSTALL_DIR)/ |
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endif |
@ -0,0 +1,269 @@ |
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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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|
||||||
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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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|
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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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|
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|
## Running MinGW builds |
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|
|
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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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|
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|
### Running MinGW builds under GDB |
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|
|
||||||
|
gdb --args ./xash_bin.exe -dev 5 |
||||||
|
|
||||||
|
# Useful GDB commands |
||||||
|
|
||||||
|
Start or restart process: |
||||||
|
|
||||||
|
(gdb) r |
||||||
|
|
||||||
|
Show backtrace: |
||||||
|
|
||||||
|
(gdb) bt |
||||||
|
|
||||||
|
Full backtrace: |
||||||
|
|
||||||
|
(gdb) bt full |
||||||
|
|
||||||
|
Continue execution: |
||||||
|
|
||||||
|
(gdb) c |
||||||
|
|
||||||
|
Recover from segmentation fault: |
||||||
|
|
||||||
|
Skipping function: |
||||||
|
|
||||||
|
(gdb) handle SIGSEGV nopass |
||||||
|
(gdb) ret |
||||||
|
(gdb) c |
||||||
|
|
||||||
|
Restart frame for beginning: |
||||||
|
|
||||||
|
(gdb) handle SIGSEGV nopass |
||||||
|
(gdb) jump *Host_AbortCurrentFrame |
||||||
|
Anti-Crash script (useful for scripting servers): |
||||||
|
``` |
||||||
|
cd /path/to/rootdir |
||||||
|
file xash |
||||||
|
set args xash -dev 5 -nowcon |
||||||
|
handle SIGSEGV nopass |
||||||
|
catch signal SIGSEGV |
||||||
|
set $crashes=0 |
||||||
|
commands |
||||||
|
print $crashes++ |
||||||
|
if $crashes > 500 |
||||||
|
set $crashes=0 |
||||||
|
run |
||||||
|
else |
||||||
|
jump *Host_AbortCurrentFrame |
||||||
|
end |
||||||
|
end |
||||||
|
run |
||||||
|
``` |
@ -0,0 +1,7 @@ |
|||||||
|
#!/bin/sh |
||||||
|
SCRIPTDIR=$(dirname "$0") |
||||||
|
TOPDIR=$SCRIPTDIR/../../ |
||||||
|
cp $SCRIPTDIR/Makefile.dllloader $TOPDIR/loader/ |
||||||
|
cp $SCRIPTDIR/Makefile.emscripten $TOPDIR/engine/ |
||||||
|
cp $SCRIPTDIR/Makefile.linux $TOPDIR/engine/ |
||||||
|
cp $SCRIPTDIR/wscript $TOPDIR/engine/ |
@ -0,0 +1,42 @@ |
|||||||
|
#! /usr/bin/env python |
||||||
|
# encoding: utf-8 |
||||||
|
# mittorn, 2018 |
||||||
|
|
||||||
|
VERSION='0.99' |
||||||
|
APPNAME='xash3d-fwgs' |
||||||
|
|
||||||
|
top = '.' |
||||||
|
|
||||||
|
def options(opt): |
||||||
|
opt.load('compiler_c') |
||||||
|
# opt.load('msvs') |
||||||
|
|
||||||
|
def configure(conf): |
||||||
|
conf.load('compiler_c') |
||||||
|
conf.env.append_unique('CFLAGS', '-O2') |
||||||
|
conf.env.append_unique('DEFINES', 'XASH_SDL') |
||||||
|
conf.env.append_unique('DEFINES', 'SINGLE_BINARY') |
||||||
|
conf.env.append_value('LINKFLAGS', '-ldl') |
||||||
|
conf.env.append_value('LINKFLAGS', '-lm') |
||||||
|
conf.env.append_value('LINKFLAGS', '-pthread') |
||||||
|
conf.env.append_value('LINKFLAGS', '-m32') |
||||||
|
conf.env.append_value('CFLAGS', '-m32') |
||||||
|
conf.check_cfg(path='sdl2-config', args='--cflags --libs', package='', uselib_store='SDL2') |
||||||
|
|
||||||
|
def build(bld): |
||||||
|
bld( |
||||||
|
target = 'xash', |
||||||
|
features = 'c cprogram', |
||||||
|
includes = ['../common', '../pm_shared', 'common', 'server', 'client', 'client/vgui', '.' ], |
||||||
|
source = bld.path.ant_glob([ |
||||||
|
'common/*.c', |
||||||
|
'common/imagelib/*.c', |
||||||
|
'common/soundlib/*.c', |
||||||
|
'common/soundlib/libmpg/*.c', |
||||||
|
'client/*.c', |
||||||
|
'client/vgui/*.c', |
||||||
|
'client/avi/*.c', |
||||||
|
'server/*.c', |
||||||
|
'platform/sdl/*.c']), |
||||||
|
use = ['SDL2', 'm', 'pthread'] |
||||||
|
) |
Loading…
Reference in new issue