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Getting XreaL working on Windows

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21:41
May 7, 2009


STFU-Ender

Member

posts 9

1

I thought I'd start this topic because I couldn't find a similar page, and I like to contribute knowledge back where I can. I'm currently trying to get XreaL working on windows, and here I”m going to chronicle what that takes. We already know that you have to have the latest version of Microsoft Visual Studio (2008 currently – free for the express version). Anyways, download and install that, if necessary. You'll also need a couple of dependencies, namely libcurl, OpenAL and SDL. SDL is easy – just download and compile and add the include directory to Visual Studio's global include directories (Tools->Options->Projects and Solutions->VC++ Directories, Show directories for: Include files). You can download an installer for the OpenAL SDK which will also install the binary redistributable files. Add the SDK directory to the include dir. You'll also need to add those two to your global library path. Honestly, if you don't know how to do stuff like this, you probably aren't ready to get into XreaL until it's matured some more.


Anyways, libcurl currently is a little trickier than the other two, as it's older and uses VC6 project files. You can find a thread that discusses how I got around that problem (not on my own, thanks to Yang Tse) at http://curl.haxx.se/mail/lib-2…../0099.html. Basically it involves carefully converting over the project files to the new 2008 format. After that, when you've built all of the libcurl stuff, you'll want to modify your XreaL project. It currently links in libcurl.lib, but you'll need libcurl_imp.lib. You can do that by going opening the code/xreal.sln solution file and changing the xreal project properties and adding it to the linker input. Once you do that, you should be able to compile the whole solution. If you get include errors or linker errors, you've probably done one of the above steps wrong.


I'll admit, this thread is mostly for my own notes, which is why I'm glossing over some things. But, if you have questions, feel free to ask and I'll try to help.


Anyways, after doing that, I could run xreal.exe. The startup took several seconds, during which my screen looked totally screwed up, so don't be alarmed by that. In the end you'll find that you don't have any maps yet. So, I'm going to figure out how to build maps and then come back to this and write more.

23:18
May 7, 2009


STFU-Ender

Member

posts 9

2

Okay, so, to get maps to build I'm going to try getting Q3Map2Build to work. It's a GUI that makes some things easier. In this case, I'm hoping it makes building the map files easier. Of course, the first thing you do when you start it is provide the location of the 'game executable' (I assume xreal.exe) and the location of 'Q3Map2.exe'. I don't have that executable, but I assume you build it in the xmap2.sln file in code\xmap2. It appears to require zlib, so go download the zlib source and build it. One note on building zlib – I failed to build the Release ASM configuration that it started with by default. But, switching to 'Release' mode cleared that up and zlib built just fine. I then added the include/library directories to my global Visual Studio options.


From here, the xmap2 solution complained about libxml include files. So, hey, let's try installing libxml. That's easy enough to do. Building it is kind of a pain, but I found some prebuilt binaries at http://xmlsoft.org/sources/win32. Download and unzip those, then add them to the Visual Studio global include directory.


Now I've got troubles with iconv.h

16:32
May 8, 2009


Tr3B

Admin

Germany

posts 132

3

I usually use the libxml binaries from the gladewin32 project. http://downloads.sourceforge.n…..in32-2.exe

19:33
June 16, 2009


STFU-Ender

Member

posts 9

4

Okay, I was dumb. The instructions on the Subversion page are quite clear on what the dependencies are, and I was going down the wrong path. Getting GTK+ for windows fixes most of it, though you do need to add the following global include directories:


<GTK>\include

<GTK>\include\libxml2

<GTK>\include\glib-2.0

<GTK>\lib\glib-2.0\include


And the library path

<GTK>\lib


To get xmap2 to build. Next, I'll work on XreaLRadiant

19:37
June 16, 2009


STFU-Ender

Member

posts 9

5

Okay, XreaLRadiant doesn't appear to be maintained. It references quite a few files in 'win32deps' and that folder isn't in the repository.


I'm hoping those are files that have just been moved somewhere, or forgotten about, as I can't find them in the SVN.

19:43
June 16, 2009


STFU-Ender

Member

posts 9

6

Okay, now I've built q3map2build.exe and xmap2.exe – this should allow me to compile maps. Open q3map2build.exe and feed it the paths it requests. Both xreal.exe and xmap2.exe are in your root SVN directory after being built. You don't need bspc.exe (though it's a handy utility for bots, so I should eventually get it too. Maybe I'll pull it from TremFusion :) ).


Anyways, after feeding those two paths, Q3Map2Build found all the map files. I tried to build 'yan_test.map' by clicking on it and hitting build. I saw a ton of errors related to textures it couldn't find. I probably need to pick a map I have all the source for…


Searching…

12:39
June 17, 2009


Tr3B

Admin

Germany

posts 132

7

Compiling the XreaLRadiant is the same as compiling the DarkRadiant.

You need the w32deps directory in XreaL/code/xrealradiant/w32deps . You can find it at

https://darkradiant.svn.sourceforge.net/svnroot/darkradiant/trunk/w32deps/.

If you want further information about compiling this DarkRadiant fork then try: http://modetwo.net/darkmod/wik.....tion_Guide

12:42
June 17, 2009


Tr3B

Admin

Germany

posts 132

8

I might remove the XML dependency from XMap2 because it was only required by GtkRadiant. However it is obsolete with the new Radiant.

16:43
June 17, 2009


STFU-Ender

Member

posts 9

9

Okay, well, I let yan_test continue building to 1) see how long it takes and 2) see if the textures would be an issue. It took 48689 seconds. That's a long time. But, now I know how long it takes to compile a map :) .

Anyways, now I need to figure out where to put the file, since XreaL doesn't seem to recognize that yan_test is a map it can play…

18:37
June 18, 2009


STFU-Ender

Member

posts 9

10

Okay, so, the maps listed when you press 'Single Player' must be controlled somewhere else and not dynamically generated. That's fine. You can start the game, open the console with the tilde key (or shift-tilde, in my case) and type '/map yan_test' to play yan_test after building it. Alternatively, you could decide to build a map that [i]is[/i] in the list of single player maps – I picked kat_q4dm3 since it has the nice levelshot. Anyways, it builds quite a bit faster. About 200 seconds for me. Once you've done that, you can try out XreaL!


Oh, and in case you're curious – yes the textures were a big deal in yan_test. I have basically no level textures. Sad.

18:57
June 18, 2009


Tr3B

Admin

Germany

posts 132

11

I had to remove the textures from yan_test due to license problems. And you don't need to compile a map at all. You can download maps from http://xreal-project.net/?page_id=288 or just connect to the game server then you autodownload the currently loaded map using libcURL. Getting maps to run is not a problem. I rather wish there were more activity in the model department. I'm really tired to wait months until modellers get something decent to work.

22:24
September 9, 2009


enderandrew

Member

posts 3

12

It would be nice to see some compiled builds for Windows. The download page has a build that is over a year old.


Is anyone willing to host/post their compiled builds? And has anyone tried to build a x64 version?

23:38
September 10, 2009


DerSaidin

Member

posts 93

13

There are recent binaries in the SVN.

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