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-   Coding MM:S Plugins & SM Extensions (https://forums.alliedmods.net/forumdisplay.php?f=75)
-   -   Compile Extension step by step (https://forums.alliedmods.net/showthread.php?t=264333)

keygens 06-14-2015 07:46

Compile Extension step by step
 
Hello guys. I need some help for compilation of extensions. I have flashtools extension source code, and i want to compile it for other engine, for l4d2 (for example). I have been installed ubuntu, gcc, and ide code::blocks. Also sourcemod-central and hl2sdk-l4d2. Well, what i need to do now? I mean, i dont understand, how to setting code::blocks for compile? Someone compile by code:blocks and can help me with settings? How alliedmodders always compile extensions for linux? Thanks in advance

psychonic 06-14-2015 09:15

Re: Compile Extension step by step
 
Quote:

Originally Posted by keygens (Post 2307746)
How alliedmodders always compile extensions for linux?

make or ambuild

Malak101 06-16-2015 06:08

Re: Compile Extension step by step
 
Quote:

Originally Posted by keygens (Post 2307746)
Hello guys. I need some help for compilation of extensions. I have flashtools extension source code, and i want to compile it for other engine, for l4d2 (for example). I have been installed ubuntu, gcc, and ide code::blocks. Also sourcemod-central and hl2sdk-l4d2. Well, what i need to do now? I mean, i dont understand, how to setting code::blocks for compile? Someone compile by code:blocks and can help me with settings? How alliedmodders always compile extensions for linux? Thanks in advance

1. Open Makefile in your favourite text editor (borrow one if missing it).

2. Set the pathways to your hl2sdk, metamod & sourcemod etc.

Example:
I replace
Code:

HL2SDK_CSGO = ../../hl2sdk-csgo
with
Code:

HL2SDK_CSGO = /home/malak/sdks/hl2sdk-csgo
3. Just below the pathways you set, you need to add this:
Code:

ENGINE=csgo
Replace csgo with your engine of choice.

4. In your terminal CD the directory containing your Makfile then type/enter this:
Code:

make
5. Compiled bin should be in the root of your directory.

kadet.89 06-16-2015 16:12

Re: Compile Extension step by step
 
For example (windows):
take this extension https://forums.alliedmods.net/showthread.php?t=159876

Then go to:

Start/Пуск -> Settings (Optional)-> Control Panel/Панель управление -> System/Система -> Advanced/Дополнительные параметры системы -> Environment Variables/Параметры среды

ADD:
HL2SDKOBVALVE C:\...\...\hl2sdk
MMSOURCE C:\...\...\mmsource
SOURCEMOD C:\...\...\sourcemod-central

Most recent sdk packs you can find here:
https://github.com/alliedmodders

Powerlord 06-16-2015 22:04

Re: Compile Extension step by step
 
Well, hopefully at some point the sample extension that comes with SourceMod will start shipping with AMBuild files. This hopefully will make those more widespread.

keygens 06-17-2015 16:29

Re: Compile Extension step by step
 
Thanks so much guys for huge help!

keygens 09-04-2015 23:37

Re: Compile Extension step by step
 
What i'm doing wrong? Installed: Ubuntu, gcc, g++ and other thing.
Code:

root@ubuntu:/home/test/collisionhook# make ENGINE=original
 if [ "true" = "false" ]; then \
        echo "You must supply one of the following values for ENGINE:"; \
        echo "csgo, left4dead2, left4dead, orangeboxvalve, css, orangebox, or original"; \
        exit 1; \
 fi
 mkdir -p Release.original
 mkdir -p Release.original/sdk
 mkdir -p Release.original/CDetour
 cp -f /home/test/hl2sdk/linux_sdk/vstdlib_i486.so vstdlib_i486.so
 cp -f /home/test/hl2sdk/linux_sdk/tier0_i486.so tier0_i486.so
 make -f /home/test/collisionhook/Makefile mms_ext
 make[1]: Entering directory '/home/test/collisionhook'
 if [ "true" = "false" ]; then \
        echo "You must supply one of the following values for ENGINE:"; \
        echo "csgo, left4dead2, left4dead, orangeboxvalve, css, orangebox, or original"; \
        exit 1; \
 fi
 gcc -I/home/test/hl2sdk/public/dlls -I. -I.. -Isdk  -ICDetour -I/home/test/hl2sdk/public -I/home/test/hl2sdk/public/engine  -I/home/test/hl2sdk/public/tier0 -I/home/test/hl2sdk/public/tier1  -I/home/test/mmsource-1.9/core-legacy  -I/home/test/mmsource-1.9/core-legacy/sourcehook  -I/home/test/sourcemod-1.4/public  -I/home/test/sourcemod-1.4/public/sourcepawn -DSOURCE_ENGINE=1  -DSE_EPISODEONE=1 -DSE_DARKMESSIAH=2 -DSE_ORANGEBOX=3  -DSE_BLOODYGOODTIME=4 -DSE_EYE=5 -DSE_CSS=6 -DSE_ORANGEBOXVALVE=7  -DSE_LEFT4DEAD=8 -DSE_LEFT4DEAD2=9 -DSE_ALIENSWARM=10 -DPOSIX  -Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp  -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf  -D_alloca=alloca -Dstrcmpi=strcasecmp -DCOMPILER_GCC -Wall -Werror  -Wno-overloaded-virtual -Wno-switch -Wno-unused -msse -DSOURCEMOD_BUILD  -DHAVE_STDINT_H -m32 -DNDEBUG -O3 -funroll-loops -pipe  -fno-strict-aliasing -D_LINUX -mfpmath=sse -fvisibility=hidden  -Wno-delete-non-virtual-dtor -Wno-non-virtual-dtor -fno-exceptions  -fno-rtti -fvisibility-inlines-hidden -o Release.original/extension.o -c  extension.cpp
 In file included from sdk/smsdk_ext.h:102:0,
                  from extension.h:6,
                  from extension.cpp:3:
 extension.cpp: In member function ‘virtual bool CollisionHook::SDK_OnMetamodLoad(ISmmAPI*, char*, size_t, bool)’:
 extension.cpp:121:23: error: ‘class ISmmAPI’ has no member named ‘GetPhysicsFactory’
  GET_V_IFACE_CURRENT( GetPhysicsFactory, g_pPhysics, IPhysics, VPHYSICS_INTERFACE_VERSION );
                        ^
 /home/test/mmsource-1.9/core-legacy/ISmmPlugin.h:394:48: note: in definition of macro ‘GET_V_IFACE_CURRENT’
  v_var = (v_type *)ismm->VInterfaceMatch(ismm->v_factory(), v_name); \
                                                ^
 /home/test/collisionhook/Makefile:197: recipe for target 'Release.original/extension.o' failed
 make[1]: *** [Release.original/extension.o] Error 1
 make[1]: Leaving directory '/home/test/collisionhook'
 Makefile:200: recipe for target 'all' failed
 make: *** [all] Error 2


asherkin 09-05-2015 05:34

Re: Compile Extension step by step
 
That extension does not support the EP1 engine.

keygens 09-05-2015 07:42

Re: Compile Extension step by step
 
Quote:

Originally Posted by asherkin (Post 2340074)
That extension does not support the EP1 engine.

But its can be modify to convert?


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