784242fcf7
- fixed the position of the speaker indicator. constant aspect ratio added - fixed voice chat functionality to work with the latest commits - add support for cross compiling windows64 builds on linux
125 lines
3.1 KiB
Markdown
125 lines
3.1 KiB
Markdown
# Compile Instructions
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## Visual Studio
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1. Clone or download the repository
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1. Open the repo folder in Visual Studio 2022+.
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2. Wait for cmake to configure the project and load all assets (this may take a few minutes on the first run).
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3. Right click a folder in the solution explorer and switch to the 'CMake Targets View'
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4. Select platform and configuration from the dropdown. EG: `Windows64 - Debug` or `Windows64 - Release`
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5. Pick the startup project `Minecraft.Client.exe` or `Minecraft.Server.exe` using the debug targets dropdown
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6. Build and run the project:
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- `Build > Build Solution` (or `Ctrl+Shift+B`)
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- Start debugging with `F5`.
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### Dedicated server debug arguments
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- Default debugger arguments for `Minecraft.Server`:
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- `-port 25565 -bind 0.0.0.0 -name DedicatedServer`
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- You can override arguments in:
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- `Project Properties > Debugging > Command Arguments`
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- `Minecraft.Server` post-build copies only the dedicated-server asset set:
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- `Common/Media/MediaWindows64.arc`
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- `Common/res`
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- `Windows64/GameHDD`
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## CMake (Windows x64)
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Configure (use your VS Community instance explicitly):
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Open `Developer PowerShell for VS` and run:
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```powershell
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cmake --preset windows64
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```
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Build Debug:
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```powershell
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cmake --build --preset windows64-debug --target Minecraft.Client
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```
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Build Release:
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```powershell
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cmake --build --preset windows64-release --target Minecraft.Client
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```
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Build Dedicated Server (Debug):
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```powershell
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cmake --build --preset windows64-debug --target Minecraft.Server
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```
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Build Dedicated Server (Release):
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```powershell
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cmake --build --preset windows64-release --target Minecraft.Server
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```
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Run executable:
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```powershell
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cd .\build\windows64\Minecraft.Client\Debug
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.\Minecraft.Client.exe
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```
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Run dedicated server:
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```powershell
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cd .\build\windows64\Minecraft.Server\Debug
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.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
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```
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## CMake (Linux -> Windows x64 cross-compile, experimental)
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This path targets `Windows64` binaries from Linux using LLVM tools.
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Prerequisites:
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- `cmake`, `ninja`
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- `clang-cl`, `lld-link`, `llvm-rc`, `llvm-ml`
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- Windows SDK + MSVC CRT files (recommended via `xwin`)
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Install `xwin` and download/splat SDK files:
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```bash
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cargo install xwin --locked
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sudo mkdir -p /opt/xwin
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xwin --accept-license splat --output /opt/xwin
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```
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Set the SDK root:
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```bash
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export MINECRAFTCONSOLES_WINSDK_ROOT=/opt/xwin
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```
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Configure:
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```bash
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cmake --preset windows64-linux-cross
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```
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Build Debug client:
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```bash
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cmake --build --preset windows64-linux-cross-debug --target Minecraft.Client
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```
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Build Release client:
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```bash
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cmake --build --preset windows64-linux-cross-release --target Minecraft.Client
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```
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Build dedicated server (Debug):
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```bash
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cmake --build --preset windows64-linux-cross-debug --target Minecraft.Server
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```
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Notes:
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- This is experimental and cross-compiles Windows binaries only; running them on Linux still requires Wine or a Windows machine.
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- Post-build asset copy is automatic for `Minecraft.Client` in CMake (Debug and Release variants).
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- The game relies on relative paths (for example `Common\Media\...`), so launching from the output directory is required.
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