mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-10 06:31:48 +00:00
100 lines
2.9 KiB
Markdown
100 lines
2.9 KiB
Markdown
Toolchains
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There are only 2 build toolchains supported:
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- Visual C++ on Windows
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- GCC on Linux
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Directories
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-----------
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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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-------------------------------------------------
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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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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\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\vs2013
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set QUAKE3DIR=G:\CPMA_tests
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set CPMADIR=cpma_dev
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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 on the right q3 install and right mod folder immediately.
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Building on Linux with GCC
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--------------------------
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Requirements:
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| Name | Server | Client | Package name (apt-get) |
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|-------|:------:|:------:|------------------------|
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| NASM | X | X | nasm |
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| SDL 2 | | X | libsdl2-dev |
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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 all|client|server` to build
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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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Environment variables
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---------------------
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There are 2 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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| | Windows | Linux |
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|-----------|------------------------|----------|
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| QUAKE3DIR | required for building | optional |
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| CPMADIR | required for debugging | unused |
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Building with other compilers
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-----------------------------
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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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------------------------------------------
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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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