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Possible to add documentation on Mods for non-Windows x86? #1593
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And what mods you tried to run?
Don't use it! It's experimental development branch!
Half-Life based on Quake Engine, Valve just removed virtual Machine for Quake C, and made game logic on C++.
Client library has hud and external model renderer, server library has game logic + all this libraries has weapons code. |
For example They Hunger, I got the Trilogy crossplatform from moddb, compiled they branch from hlsdk-portable which gave me The original For Decay, you're saying it's experimental (I've heard this before) but your link to Wiki/Mods only points to that same branch in hlsdk. Decay only compiled I'd like to point out that Half-Life, bshift, oppfor all run perfectly on my platform both single player and multiplayer (where applicable) after compiling Xash and their respective hlsdk branches. |
Do you use cmake to compile this libraries? |
yes, exactly as the instructions say (but without all the steam chroot stuff, just the cmake configure and build parts. |
waf scripts was not updated in mod branches. |
My god I just compiled it with cmake, they hunger worked (seems starting a new game from start or chapter 3 works) I didn't know about this list you linked under the Wiki, I always refereed to the 2 mod lists under the Xash repo So could this list be considered the one to use for non-x86 platforms? The one on xash3d-fwgs/Documentation just says dump the folder and launch with |
Yes.
If mod uses original half-life libraries then you need to have native libraries for your platform in |
it certainly is rocket science if you have 15 different instructions for compilation, and the project declares its moving to All of this could be avoided with up to date documentation, that's all that's needed. Explain the dlls and cl_dlls,add a 3rd instruction to the compilation commands to separate the compiled files from the rest of the mess like |
And I do not maintain waf scripts anyway.
|
Is it possible to create a list of mods that may work on non-Windows x86 platforms?
I'm running through the supported mods list but most of the mods are precompiled for win-x86 and can't open on my daily driver (arm64-linux) I'm guessing due to the fact that the
.dll
's and.so
's have to be compiled for the specific platform.I haven't had much luck with the opensource mods list either. The links seem to be just an archive dump of C and C++ files. I wasn't able to compile them properly or make a Makefile.
From the
hlsdk-portable
repo, I tried compilingdecay-pc
for example, but it didn't generate anything likedecay.so
onlylibclient.so
andlibserver.so
. Xash seems to think this is a multiplayer game as the single player options are greyed out. Launching a map through the console spitsdlls/decay_arm64.so
missing.How does one normally go about launching a mod on platforms like the PSVita or NSwitch?
P.S. Serious Question
What is up with all the libraries every mod requires in Half-Life. It seems every HL1 mod is like it's own standalone game just running on the HL1 engine. I thought mods, especially for older games, are mostly static assets that don't contain much functional code that requires compilation (I'm thinking of S.T.A.L.K.E.R. mods in this case for example).
Why do HL mods require this extra step, is it some weird design choice Valve made with their engine? I don't even fully understand why these libraries are needed besides the basics explained in GoldSrc Wikis that menu options require them.
Something like Blue Shift for example (which works perfectly thanks to
hlsdk-portable
), is essentially new maps and slightly changed weapon animations. Maybe the in-game cutscenes require something extra, but why does Blue Shift for example require its own set of compiled libraries?The text was updated successfully, but these errors were encountered: