@@ -6,8 +6,7 @@ Currently, the only compiler supported is Visual C++ 2017. If you don't have Vis
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download and install Visual Studio 2017 Community Edition - it's absolutely free for open source projects.
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By default, all libraries mentioned below (except Windows SDK) are assumed to be in
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- the src\Externals directory. You can download all these libraries (except Windows SDK) with compiled binaries here:
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- https://drive.google.com/file/d/0B2mH6ffKfXjCMjRfRTZsVlBtUVE
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+ the src\Externals directory.
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Windows SDK is available from Visual Studio 2017 installer. You will definitely need to install the following items:
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* Windows 8.1 SDK (or newer)
@@ -20,38 +19,40 @@ https://marketplace.visualstudio.com/items?itemName=hbuexinxin.ForceUTF8NoBOM
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Libraries:
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------
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To build X-Ray Engine you'll need following libraries:
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- * OpenSSL: https://www.openssl.org/source
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- - Prebuilt binaries can be downloaded here: https://slproweb.com/products/Win32OpenSSL.html
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- * OpenAutomate: https://developer.nvidia.com/openautomate
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- * NVAPI: https://developer.nvidia.com/nvapi
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- * libjpeg: http://sourceforge.net/projects/libjpeg
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- - Use "jpeg" as project root directory name for compatibility with CxImage
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- * zlib: http://zlib.net
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- * BugTrap: https://github.com/nitrocaster/BugTrap
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+ * Windows SDK
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+ * BugTrap: https://github.com/Xottab-DUTY/BugTrap
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+ * CryptoPP: https://github.com/weidai11/cryptopp
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* FreeImage: http://freeimage.sourceforge.net
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- * FreeMagic
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+ * FreeMagic: https://github.com/OpenXRay/FreeMagic
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+ * GameSpy: https://github.com/nitrocaster/GameSpy
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+ * libjpeg: https://github.com/OpenXRay/libjpeg
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+ - Use "jpeg" as project root directory name for compatibility with CxImage
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* libogg-1.1.4: http://xiph.org/downloads
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* libtheora-1.1.1: http://xiph.org/downloads
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* libvorbis-1.2.3: http://xiph.org/downloads
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- * Autodesk Maya 2008/2009 SDK
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- * Autodesk 3DS Max 6.0 SDK
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- * Windows SDK
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- * DirectX SDK June 2010 (DOES NOT NEED ANYMORE ?): http://www.microsoft.com/en-us/download/details.aspx?id=6812
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- - replace dxguid.lib with the one from Windows SDK
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- (for DirectPlay GUIDs)
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- XXX nitrocaster: add LuaJIT & LuaBind instructions
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+ * Lightwave: https://github.com/OpenXRay/LightWave
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+ * Luabind: https://github.com/Xottab-DUTY/luabind-deboostified
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+ * LuaJIT: https://github.com/Xottab-DUTY/LuaJIT
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+ * lzo: https://github.com/alexgdi/lzo
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+ * Autodesk Maya 2008/2009 SDK: https://github.com/OpenXRay/maya
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+ * Autodesk 3DS Max 6.0 SDK: https://github.com/OpenXRay/3dsmax
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+ * NVAPI: https://developer.nvidia.com/nvapi
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+ * OpenAutomate: https://developer.nvidia.com/openautomate
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+ * pugixml: https://github.com/zeux/pugixml/
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+ * zlib: http://zlib.net
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+ All mentioned libraries are already in repository as submodules!
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Setup:
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------
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- Install S.T.A.L.K.E.R Call of Pripyat
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- Install patch 1.6.02 (only for russian locale, worldwide release should have it included):
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http://cop.stalker-game.ru/?page=patches#2
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- - Download and unpack archive with libraries
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- - Run xrbinprep.cmd to initialize new game binary directories and link default gamedata to OpenXRay's:
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- $ xrbinprep.cmd "C:\Program Files (x86)\GSC World Publishing\S.T.A.L.K.E.R. - Call of Pripyat"
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- Note that this script requires admin rights (in order to execute 'mklink'). Also make sure you pass a
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- game installation directory to this script. Once done, you can find .xrbinup_xxx scripts in the reporitory root:
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- use them later to install newly built binaries to the corresponding game binary directory.
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+ - Clone the repository (you should not download it as an archive)
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+ You can just push `Open in Desktop` if you are using Github Desktop.
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+ If you are using Git console, here's the command:
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+ `git clone https://github.com/OpenXRay/xray-16.git --recurse-submodules`
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+ - If you are using git client, make sure all submodules are initialized.
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+ Type this command in the Git console `git submodule update --init --recursive`
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- Now you can build the engine!
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Debug/Run from Visual Studio:
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