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# Building CNQ3
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## Toolchains
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There are 3 supported build toolchains:
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- Visual C++ on Windows x64 and x86
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- GCC or Clang on Linux x64
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- Clang or GCC on FreeBSD x64
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## Directories
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| Directory | Contains |
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|:----------|:--------------------------------------------------------------|
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| makefiles | premake script and pre-generated Visual C++ and GNU makefiles |
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| .build | intermediate build files |
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| .bin | final executables (and symbol database files on Windows) |
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## Building on Windows with Visual C++ 2013 or later
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**Requirements**
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- The %QUAKE3DIR% environment variable must be defined to the absolute path to copy the .exe and .pdb files to
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- NASM.exe is in your path for building the client
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- One of the following is true:
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- The %FXCPATH% environment variable contains the full path to fxc.exe
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- The June 2010 DirectX SDK is installed
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**Options**
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- The %CPMADIR% environment variable must be defined to the name of the mod directory for launching through the debugger
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**Build steps**
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- Open makefiles\windows_vs2013\cnq3.sln
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- Build
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**Notes**
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- You don't need to set environment variables globally
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- Instead, we recomment you set them for the Visual Studio process only
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Here's an example batch script for opening the Visual Studio solution:
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```
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cd cnq3\makefiles\windows_vs2013
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set QUAKE3DIR=G:\CPMA_tests
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set CPMADIR=cpma_dev
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set FXCPATH=C:\Program Files (x86)\Windows Kits\8.1\bin\x64\fxc.exe
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cnq3.sln
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```
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With this set-up, you can press F5 and run the engine through the Visual C++ debugger on the right q3 install and right mod folder immediately.
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## Building on Linux / FreeBSD with GCC
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**Requirements**
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| Name | Server | Client | Debian package | FreeBSD package |
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|:------|:------:|:------:|:---------------|:----------------|
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| NASM | X | X | nasm | nasm |
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| SDL 2 | | X | libsdl2-dev | sdl2 |
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On FreeBSD, we link against libexecinfo for the backtrace functions. We thus require FreeBSD 10.0 or later.
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**Options**
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- The $(QUAKE3DIR) environment variable can define the absolute path to copy the executables to
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**Build steps**
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- Navigate to the root of the repository
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- Run `make [config=debug|release] all|client|server` to build on Linux
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For FreeBSD, use `gmake` instead of `make`
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**Notes**
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- To create the QUAKE3DIR variable in the build shell, you can use `export QUAKE3DIR=~/games/q3`
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- To delete the variable from the build shell, you can use `unset QUAKE3DIR`
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- On FreeBSD, Clang is now the default compiler
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- For most Linux distros, GCC is still the default compiler
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- To force building with Clang, you can use `CC=clang CXX=clang++` as make/gmake arguments
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- To force building with GCC, you can use `CC=gcc CXX=g++` as make/gmake arguments
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- You don't have to specify $(CPP), it's not used by any of the makefiles
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## Environment variables
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There are 3 environment variables used for compiling and debugging:
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| Env. Var. | Meaning | Example |
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|:----------|:------------------------|:--------------------------------------------------------|
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| QUAKE3DIR | absolute directory path | C:\Games\Q3 |
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| CPMADIR | mod folder name | cpma |
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| FXCPATH | full fxc.exe file path | C:\Program Files (x86)\Windows Kits\8.1\bin\x64\fxc.exe |
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| Env. Var. | Windows | Linux / FreeBSD |
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|:----------|:-------------------------|:----------------------|
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| QUAKE3DIR | required for building | optional for building |
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| CPMADIR | required for debugging | unused |
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| FXCPATH | required for building(1) | unused |
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1) FXCPATH is optional if you have the June 2010 DirectX SDK installed.
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## Building with other compilers
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While it's not officially supported, you can modify the premake Lua script and run premake on it to generate new makefiles for your own needs.
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## Bonus: Building SDL 2 from source on Linux
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- Download the sources of the latest stable release
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- Extract to sdl-src
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- Create sdl-build next to sdl-src (it *has* to be out-of-tree)
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- Navigate to the sdl-build directory with `cd`
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- Run `../sdl-src/configure`
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- Run `make`
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- As superuser, run `make install` (or `sudo make install`)
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- Run `ldconfig` to update the library paths
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