2.9 KiB
Toolchains
There are only 2 build toolchains supported:
- Visual C++ on Windows
- GCC on Linux
Directories
Directory | Contains |
---|---|
makefiles | premake script and pre-generated Visual C++ and GNU makefiles |
.build | intermediate build files |
.bin | final executables (and symbol database files on Windows) |
Building on Windows with Visual C++ 2013 or later
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
Options:
- The %CPMADIR% environment variable must be defined to the name of the mod directory for launching through the debugger
Build steps:
- Open makefiles\vs2013\cnq3.sln
- Build
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:
cd cnq3\makefiles\vs2013
set QUAKE3DIR=G:\CPMA_tests
set CPMADIR=cpma_dev
cnq3.sln
With this set-up, you can press F5 and run the engine on the right q3 install and right mod folder immediately.
Building on Linux with GCC
Requirements:
Name | Server | Client | Package name (apt-get) |
---|---|---|---|
NASM | X | X | nasm |
SDL 2 | X | libsdl2-dev |
Options:
- The $(QUAKE3DIR) environment variable can define the absolute path to copy the executables to
Build steps:
- Navigate to the root of the repository
- Run
make all|client|server
to build
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
.
Environment variables
There are 2 environment variables used for compiling and debugging:
Env. Var. | Meaning | Example |
---|---|---|
QUAKE3DIR | absolute directory path | C:\Games\Q3 |
CPMADIR | mod folder name | cpma |
Windows | Linux | |
---|---|---|
QUAKE3DIR | required for building | optional |
CPMADIR | required for debugging | unused |
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.
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
(orsudo make install
) - Run
ldconfig
to update the library paths