From 499adb05386dfdc9e4b239a309eb9259c8b75fac Mon Sep 17 00:00:00 2001
From: Darryl Pogue Currently, the complete game client can only be built for Windows, using Visual Studio. By default these steps will compile a client targeting your machine architecture. It is possible to build a 64-bit game client, but only the 32-bit (x86) client is officially supported. Currently, the complete game client can only be built for Windows (using Visual Studio) and macOS (using Xcode). Several tools can be built for Linux, but not a complete game client. By default these steps will compile a client targeting your machine architecture. It is possible to build a 64-bit game client, but only the 32-bit (x86) Windows client is officially supported. Linux and macOS are not officially supported targets, and the game client does not compile. However, several of the tools can be built and run. Compiling on macOS requires macOS version 10.14 or newer, and the Xcode build system. Xcode is available as a free download from the App Store. You will need to ensure all the required dependencies are available. On macOS, a Homebrew bundle file is included in the repository, which can be installed by running We strongly encourage using vcpkg to automatically build dependencies, however this requires some tools be manually installed in advance. The required tools are CMake, nasm, and pkg-config, and can be installed using common package managers such as Homebrew or MacPorts. For Homebrew users who wish to manage all dependencies, a Homebrew bundle file is included in the repository, which can be installed by running Clone the repository from GitHub, including all submodules, using a git client. On the command line, this can be done by executing the following: In the folder where you cloned the repository, run CMake to create a build folder: This assumes you wish to use vcpkg to build dependencies. Leave off the USE_VCPKG flag to manage dependencies yourself. Compile the project with the following command: Install the resulting tools with the following command: The client will be built and installed into the build/install/client subfolder of where you cloned the repo. The client output folder will be referred to as your “MOUL-OS” folder in the instructions on Running Plasma. You can also open the project in the Xcode IDE by opening the build/Plasma.xcodeproj file. Linux and other UNIX-like operating systems are not officially supported targets, and the game client does not compile. However, several of the tools can be built and run. You will need to ensure all the required dependencies are available. You can also use vcpkg on these platforms for automatically managing dependencies. In the folder where you cloned the repository, run CMake to create a build folder:Plasma
Building
- Library Dependencies
@@ -151,11 +151,49 @@ Building on Windows
- Building on macOS & Linux
+ Building on macOS
- brew bundle
. You can also use vcpkg on these platforms for automatically managing dependencies.brew bundle
after cloning the project.
+
+
+
+ git clone --recurse-submodules https://github.com/H-uru/Plasma.git
+ cmake -G Xcode -DUSE_VCPKG=ON -B build -S .
+ cmake -B build --config RelWithDebInfo
+ cmake -B build --target install --config RelWithDebInfo
Building on Linux
+
+
Building on macOS & Linux
- cmake --builddir build -S .
cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo -B build -S .
If you want to use vcpkg to automatically build dependencies, enable the USE_VCPKG option:
- cmake -D USE_VCPKG=ON --builddir build -S .
cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo -DUSE_VCPKG=ON -B build -S .
Compile the project with the following command:
- cmake --builddir build --config RelWithDebInfo
cmake -B build
Install the resulting tools with the following command:
- cmake --install build --config RelWithDebInfo
cmake -B build --target install
You should never use a custom-built client with servers that are not explicitly intended for testing. Newer features in the client code might be incompatible with those servers and could break the game for other players or result in permanent player data corruption.
- -Before running the client, you will need to do the following:
Copy the folders avi, dat, and sfx from your existing MOULa installation to the MOUL-OS folder.
Get the appropriate server.ini file for the server you will be connecting to.
Create a shortcut in the MOUL-OS folder to the compiled plClient.exe.
Edit the shortcut’s properties, and after the final quotation mark in the Target field, add /LocalData
.
Also, change the Start in field to the path of your MOUL-OS folder.
Follow these instructions if you wish to be able to debug using a single content folder from inside Visual Studio.
-Copy the folders avi, dat, and sfx from your existing MOULa installation to the MOUL-OS folder.
Get the appropriate server.ini file for the server you will be connecting to.
Open the Plasma folder in Visual Studio.
Switch to CMake Targets View in the Solution Explorer.