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− | This tutorial will help you compile your very own [[CyanWorlds.com Engine|CWE]] client.
| + | These instructions will help you compile your very own [[CyanWorlds.com Engine|CWE]] client. |
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− | == Prerequisites ==
| + | <big>Please see the [https://h-uru.github.io/Plasma/building.html Plasma build instructions on GitHub].</big> |
− | === Basic ===
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− | You will need the following software as minimum requirements to build Plasma:
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− | * [http://cmake.org CMake] for configuring the project. When you install, make sure you tell the installer to add CMake to the system PATH.
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− | * PhysX 2.6.4. This is available from [https://web.archive.org/web/20170501130625/http://developer.download.nvidia.com/PhysX/2.6.4/PhysX_2.6.4_SDK_Core.exe Archive.org]. Please use 2.6.4. ''Newer versions will not work correctly.''
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− | * The June 2010 [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba DirectX SDK]
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− | * Microsoft Visual Studio 2013 Community Edition for Windows Desktop. Available as a [https://my.visualstudio.com/Downloads?q=visual%20studio%202013&wt.mc_id=o~msft~vscom~older-downloads free download] from Microsoft. ''You will need to have a Microsoft account and sign up for a free subscription to Visual Studio Dev Essentials.''
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− | You can [https://github.com/H-uru/Plasma/archive/master.zip download the Plasma source code as a zip file].
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− |
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− | === Advanced ===
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− | In addition to the basic requirements, if you are planning to contribute to Plasma development, you should also familiarize yourself with Git. We recommend reading some of [https://help.github.com/ GitHub's excellent articles].
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− | There are several options for Git tools, including a [https://git-scm.com/download/win command-line git client], the graphical [http://www.sourcetreeapp.com/ SourceTree from Atlassian], and the [https://windows.github.com/ GitHub client for Windows].
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− | You should also download the [https://guildofwriters.org/tools/devlibs.zip CWE development libraries bundle].
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− |
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− | To get a copy of the Plasma code, you should clone it using Git.
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− |
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− | For the command-line git tool, start git-bash in the folder where the source should be downloaded, and run
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− | git clone https://github.com/H-uru/Plasma
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− | For SourceTree, use ''File'' > ''New / Clone'' to clone from URL <code>https://github.com/H-uru/Plasma</code>.
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− | This will download the source code to a folder named <code>Plasma</code> in the aforementioned directory.
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− |
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− | == Building a Client ==
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− |
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− | === Simple Setup ===
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− | In the Plasma source folder, '''run the <code>prepare_env.bat</code> script'''. This will create a new folder called ''build'' which contains the required development libraries and the Visual Studio solution <code>Plasma.sln</code>.
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− |
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− | '''Open the solution''' in Visual Studio 2013. You can compile the engine by pressing ''Build'' -> ''Build Solution''. This will take some time.
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− |
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− | Choose "Release" as the build-type from the drop-down menu at the top of the window if you do not need to debug the client.
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− |
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− | === Manual Setup ===
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− | Instead of running the <code>prepare_env.bat</code> script, you can use CMake to configure the project yourself:
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− | # '''Download and extract''' the [https://guildofwriters.org/tools/devlibs.zip ''development libraries bundle''].
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− | # '''Start CMake'''.
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− | # '''Set''' the ''Where is the source code'' option to the location where you cloned the repository.
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− | # '''Set''' the ''Where to build the binaries'' option to a subfolder of the aforementioned location called ''build''.
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− | # '''Check''' the ''Grouped'' and ''Advanced'' options.
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− | # '''Press ''Configure'''''. Select ''Visual Studio 12'' as the generator.
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− | # '''Set''' the ''CMAKE_INSTALL_PREFIX'' option under ''Cmake'' to the ''cwe-prefix'' folder that you extracted from the [https://guildofwriters.org/tools/devlibs.zip ''development libraries bundle''].
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− | # '''Press ''Configure''''' again.
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− | # '''Press ''Generate.''''' You will now have a Visual Studio solution file (<code>.sln</code>) in the folder that you specified to build the binaries in under the name <code>Plasma.sln</code>.
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− | # '''Open the solution''' in Visual Studio. You can compile CyanWorlds.com Engine by pressing ''Build'' -> ''Build Solution''. This will take some time.
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− |
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− | You now have a fully functional client under <code>''BUILD FOLDER''\bin\Release</code>. '''<code>plClient.exe</code>''' is the actual game client whereas '''<code>plUruLauncher.exe</code>''' is the patcher for your shard and '''<code>plCrashHandler.exe</code>''' is the executable used to handle crashes by outputting to a <code>crash.dmp</code> file.
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− |
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− | === Setting Up ===
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− | Once you have your three executables, you'll need to setup a directory from which you can actually use it:
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− | # Create a folder on your computer (e.g. "Documents\Internal") and copy into this folder all three executables (if you're only going to use the client in "-LocalData" mode, you just need to copy <code>plClient.exe</code> and <code>plCrashHandler.exe</code>).
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− | # Copy from your Uru Live installation the <code>dat</code> and <code>sfx</code> folders.
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− | # Copy the <code>dat</code>, <code>Python</code> and <code>SDL</code> folders from the [https://github.com/H-uru/moul-scripts moul-scripts repository] (clone it as you did for the client).
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− | # Copy the <code>server.ini</code> file for the shard you are trying to connect to into your client's folder.
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− | # Obtain and copy the following files into your client's folder (you can copy them from the [https://forum.guildofwriters.org/viewtopic.php?t=6113 CWE Testing Build bundle] if links aren't provided):
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− | #* <code>NxCharacter.dll</code>,
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− | #* <code>PhysXLoader.dll</code>,
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− | #* <code>python27.dll</code>,
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− | #* <code>[https://guildofwriters.org/tools/resource.dat resource.dat]</code>.
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− | You can now start your client by starting <code>plUruLauncher.exe</code>, which will connect to the appropriate server and download the latest files; to use only the data files available on your local computer (which is useful if you don't want the server to overwrite your own files when you connect to it), start <code>plClient.exe</code> instead with the option "-LocalData".
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− |
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− | As an additional note, if you have a <code>TOS.txt</code> file in your client's folder, the client, after having successfully logged in the user, will display the contents of this file.
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− |
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− | == Building an External Client ==
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− | The steps required to build such a client are more or less the same as for an Internal client.
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− |
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− | === Compiling ===
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− | Compiling follows the exact same procedure, except that you'll need to change an option in CMake.
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− |
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− | # '''Run CMake''' and point it to your Plasma build folder.
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− | # Find the option ''PLASMA_EXTERNAL_RELEASE'' under ''PLASMA'' and '''check it'''.
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− | # '''Press ''Configure'''''.
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− | # '''Press ''Generate''''' to re-create the <code>Plasma.sln</code> file.
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− |
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− | Also note that the three files you'll obtain in the end are '''<code>UruExplorer.exe</code>''', '''<code>UruLauncher.exe</code>''' and '''<code>UruCrashHandler.exe</code>'''.
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− |
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− | === Setting Up ===
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− | The process for setting up your External client is the same as for an Internal client. The only difference is in the execution: you cannot run an External client in "-LocalData" mode, and starting <code>UruExplorer.exe</code> (<code>plClient.exe</code>'s equivalent) will force you to use <code>UruLauncher.exe</code>. The External client will thus always use the latest files as provided by the server.
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− |
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− | == Editing <code>server.ini</code> ==
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− | For your client to be able to connect to your own Shard, you'll need to provide it with a <code>server.ini</code> file. The options are entered in the following form:
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− | Server.''Option'' ''Value''
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− | This file will need to contain the following options:
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− | * <code>Server.Auth.N</code>, <code>Server.Auth.X</code>, <code>Server.Game.N</code>, <code>Server.Game.X</code>, <code>Server.Gate.N</code> and <code>Server.Gate.X</code>: if you followed [[DIRTSAND:Getting Started|these]] instructions, you'll have to use the keys provided by the <code>keygen new</code> command. If you are following the minimal setup guide, you don't need to provide these keys.
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− | * <code>Server.Gate.Host</code>: your Shard's IP address or domain name.
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− | * <code>Server.DispName</code> ''(optional)'': the name of the client displayed to the user.
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− | * <code>Server.Status</code> ''(optional)'': a URL for the status message of your Shard.
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− | * <code>Server.Signup</code> ''(optional)'': a URL for a signup page to your Shard, linked to by the appropriately-named button.
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| [[Category:CWE]] | | [[Category:CWE]] |