cnq3/build.md

116 lines
4.4 KiB
Markdown
Raw Normal View History

2020-01-06 00:04:16 +00:00
# Building CNQ3
2020-01-06 00:04:16 +00:00
## Toolchains
2020-01-06 00:04:16 +00:00
There are 3 supported build toolchains:
2020-01-06 00:04:16 +00:00
- Visual C++ on Windows x64 and x86
- GCC or Clang on Linux x64
- Clang or GCC on FreeBSD x64
2020-01-06 00:04:16 +00:00
## Directories
| Directory | Contains |
|:----------|:--------------------------------------------------------------|
| makefiles | premake script and pre-generated Visual C++ and GNU makefiles |
2020-01-06 00:04:16 +00:00
| .build | intermediate build files |
| .bin | final executables (and symbol database files on Windows) |
2020-01-06 00:04:16 +00:00
## Building on Windows with Visual C++ 2013 or later
2020-01-06 00:04:16 +00:00
**Requirements**
- The %QUAKE3DIR% environment variable must be defined to the absolute path to copy the .exe and .pdb files to
- NASM.exe is in your path for building the client
- One of the following is true:
- The %FXCPATH% environment variable contains the full path to fxc.exe
- The June 2010 DirectX SDK is installed
2020-01-06 00:04:16 +00:00
**Options**
- The %CPMADIR% environment variable must be defined to the name of the mod directory for launching through the debugger
2020-01-06 00:04:16 +00:00
**Build steps**
2020-01-06 00:04:16 +00:00
- Open makefiles\windows_vs2013\cnq3.sln
- Build
2020-01-06 00:04:16 +00:00
**Notes**
- You don't need to set environment variables globally
- Instead, we recomment you set them for the Visual Studio process only
Here's an example batch script for opening the Visual Studio solution:
```
2020-01-06 00:04:16 +00:00
cd cnq3\makefiles\windows_vs2013
set QUAKE3DIR=G:\CPMA_tests
set CPMADIR=cpma_dev
set FXCPATH=C:\Program Files (x86)\Windows Kits\8.1\bin\x64\fxc.exe
cnq3.sln
```
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.
2020-01-06 00:04:16 +00:00
## Building on Linux / FreeBSD with GCC
2020-01-06 00:04:16 +00:00
**Requirements**
2020-01-06 00:04:16 +00:00
| Name | Server | Client | Debian package | FreeBSD package |
|:------|:------:|:------:|:---------------|:----------------|
| NASM | X | X | nasm | nasm |
| SDL 2 | | X | libsdl2-dev | sdl2 |
On FreeBSD, we link against libexecinfo for the backtrace functions. We thus require FreeBSD 10.0 or later.
2020-01-06 00:04:16 +00:00
**Options**
- The $(QUAKE3DIR) environment variable can define the absolute path to copy the executables to
2020-01-06 00:04:16 +00:00
**Build steps**
- Navigate to the root of the repository
2020-01-06 00:04:16 +00:00
- Run `make [config=debug|release] all|client|server` to build on Linux
For FreeBSD, use `gmake` instead of `make`
**Notes**
- To create the QUAKE3DIR variable in the build shell, you can use `export QUAKE3DIR=~/games/q3`
- To delete the variable from the build shell, you can use `unset QUAKE3DIR`
- On FreeBSD, Clang is now the default compiler
- For most Linux distros, GCC is still the default compiler
- To force building with Clang, you can use `CC=clang CXX=clang++` as make/gmake arguments
- To force building with GCC, you can use `CC=gcc CXX=g++` as make/gmake arguments
- You don't have to specify $(CPP), it's not used by any of the makefiles
2020-01-06 00:04:16 +00:00
## Environment variables
There are 3 environment variables used for compiling and debugging:
| Env. Var. | Meaning | Example |
|:----------|:------------------------|:--------------------------------------------------------|
| QUAKE3DIR | absolute directory path | C:\Games\Q3 |
| CPMADIR | mod folder name | cpma |
| FXCPATH | full fxc.exe file path | C:\Program Files (x86)\Windows Kits\8.1\bin\x64\fxc.exe |
| Env. Var. | Windows | Linux / FreeBSD |
|:----------|:-------------------------|:----------------------|
| QUAKE3DIR | required for building | optional for building |
| CPMADIR | required for debugging | unused |
| FXCPATH | required for building(1) | unused |
1) FXCPATH is optional if you have the June 2010 DirectX SDK installed.
2020-01-06 00:04:16 +00:00
## Building with other compilers
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.
2020-01-06 00:04:16 +00:00
## Bonus: Building SDL 2 from source on Linux
- Download the sources of the latest stable release
- Extract to sdl-src
- Create sdl-build next to sdl-src (it *has* to be out-of-tree)
- Navigate to the sdl-build directory with `cd`
- Run `../sdl-src/configure`
- Run `make`
- As superuser, run `make install` (or `sudo make install`)
- Run `ldconfig` to update the library paths