mittorn
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7 years ago | |
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Makefile.linux | 7 years ago | |
README.md | 7 years ago | |
setup.sh | 7 years ago | |
wscript | 7 years ago |
README.md
Table of Contents generated with DocToc
- Building - Manual build (without CMake) - Building Engine - Building launch binary - Building on Windows - Visual Studio 2013 (recommended for Windows) - Visual Studio 6 - MinGW - Building Game mods - Linux - microndk - Makefile.linux - Windows
- Running - Manual running - Running with GDB - Using DLL Loader - Running MinGW builds - Running MinGW builds under GDB
Building
Manual build (without CMake)
Building engine
Clone Xash3D repository using git:
git clone https://github.com/FWGS/xash3d
Move to the Xash3D folder:
cd xash3d/engine
make -f Makefile.linux XASH_VGUI=1
or same for dedicated
make -f Makefile.linux XASH_DEDICATED=1
To enable dll support on linux, build loader library:
cd ../loader
make -f Makefile.linux libloader.so libloader.a
cp libloader.so libloader.a ../engine/
And built engine with XASH_DLL_LOADER=1:
cd ../engine
make -f Makefile.linux XASH_VGUI=1 XASH_SDL=1 XASH_DLL_LOADER=1
or same for dedicated server
cd ../engine
make -f Makefile.linux XASH_DEDICATED=1 XASH_DLL_LOADER=1
Building engine in separate library
Some old distros does not support hidden symbol visibility This results in crash when loading server library
Building launch binary
cd (xash3d)/game_launch
gcc xash.c -o xash -ldl -lrt -lm
Building engine library:
make -f Makefile.linux XASH_SINGLE_BINARY=0
Building on Windows
Visual Studio 2013 (recommended for Windows)
Download latest prebuilt SDL2 from
https://www.libsdl.org/release/SDL2-devel-2.0.4-VC.zip
Unzip and rename SDL2-2.0.4
folder to SDL2
and put it next to xash3d project folder.
..\xash3d\
..\SDL2\
Open xash.sln
with Visual Studio 2013 and make a build. After building, copy contents of Debug
or
Release
folder to directory you choose. Copy valve
folder and vgui.dll
from your Half Life game
installation folder and SDL2.dll
form \SDL2\lib\x86\
to it.
Move vgui_support.dll
into valve
folder.
..\valve\
..\valve\vgui_support.dll
..\menu.dll
..\SDL2.dll
..\vgui.dll
..\xash.dll
..\xash.exe
Now you good to go, just run xash.exe
.
Visual Studio 6
This is legacy configuration, but msvc6 seems to generate more stable and more effective code
Setup your msvc6 enviroment, unpack SDL2-2.0.4 to xash3d folder and do:
cd (xash3d)\engine
..\msvc6\build.bat
cd (xash3d)\game_launch
..\msvc6\build_launch.bat
MinGW
The most effective configuration, but maybe unstable. Setup your MinGW environment and run:
cd (xash3d)\engine\
CC=gcc mingw32-make -f Makefile.mingw
engine will be built to single exe binary
Building game mods
Linux
microndk
All mods that ported to android may be build to linux using Android.mk with microndk:
[https://github.com/SDLash3D/microndk]
Clone microndk repo somewhere, change xash3d_config to preffered configuration (change arch to x86 for example)
Go to dlls folder if you are building server or cl_dlls if you are building client and do:
make -f /path/to/microndk/microndk.mk -j4
Do:
make -f /path/to/microndk/microndk.mk -j4 clean
every time when you build client after building server
Makefile.linux
Windows
On windows common way is using Visual Studio as many mods does not correctly work with mingw.
Just open project and build it.
Other is using mingw and microndk, but it was not tested yet.
hlsdk-xash3d based mods may work fine with mingw.
You may use microndk to build it. Build process is very similar to linux one.
After setting up MinGW enviroment, do:
mingw32-make -f \path\to\microndk\Microndk.mk
to build 64-bit library, use:
mingw32-make -f \path\to\microndk\Microndk.mk 64BIT=1
Edit xash3d_config.mk to set optimal CFLAGS if you are running server
Running
Copy valve folder from Half-Life:
cp -r $HOME/.steam/steam/steamapps/common/Half-Life/valve $HOME/Games/Xash3D
NOTE: If you build with CMake, you can now use make install
. It will install binaries where
they must be located. So just run xash3d
from command line in directory where is gamedata is located.
For additional info look to the CMakeLists.txt in repo root and xash3d.sh script.
After a successful build, copy the next files to some other directory where you want to run Xash3D:
cp engine/libxash.so game_launch/xash3d mainui/libxashmenu.so $HOME/Games/Xash3D
If you built it with XASH_VGUI, also copy vgui.so:
cp ../hlsdk/linux/vgui.so vgui_support/libvgui_support.so $HOME/Games/Xash3D
Copy script:
cp ../xash3d.sh $HOME/Games/Xash3D
Run:
cd $HOME/Games/Xash3D
./xash3d.sh
Manual running
Put xash3d binaries and vgui(optionally) to you game data directory and run:
LD_LIBRARY_PATH=. ./xash -dev 5
Running under GDB
LD_LIBRARY_PATH=. gdb --args ./xash -dev 5
Using DLL Loader
Put vgui_support.dll from windows build to your game data folder and run:
LD_LIBRARY_PATH=. ./xash -dev 5 -vguilib vgui.dll -clientlib valve/cl_dlls/client.dll -dll dlls/hl.dll
Running MinGW builds
Put exe file to your game data directory
cd (game)\
xash_bin -dev 5
Running MinGW builds under GDB
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