Update for Half-Life 1.1.1.1 and client library for Mac/Linux

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Comments

  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Posts: 4,111Retired Developer, NS1 Playtester, Forum Moderators, Constellation mod
    So was the SDK update ever released by Valve?

    I spoke to them back when this topic was new, and they said they were going to updating the SDK to allow building on Linux and OSX, but I haven't seen anything since. Admittedly, I haven't been paying much attention.

    Retired NS1 Developer, currently making myself useful as a forum moderator - message me for any mod related requests.
  • MilaniumMilanium Join Date: 2012-12-27 Member: 176388Posts: 89Members
    SDK with full source code is available at https://github.com/ValveSoftware/halflife?files=1 since august 2013.
    rea987
  • noregnoreg Join Date: 2012-09-15 Member: 159425Posts: 3Members
    Flayra and puzl have put up the NS1 source on github.
    Milaniumninjin
  • ninjinninjin Join Date: 2013-04-16 Member: 184854Posts: 10Members, Reinforced - Diamond
    noreg wrote: »
    Flayra and puzl have put up the NS1 source on github.

    This is absolutely terrific! The licensing restrictions look a bit vague, but I can't wait to see if this will build properly without too much effort.
  • hasufellhasufell Join Date: 2013-01-08 Member: 178257Posts: 5Members
    ninjin wrote: »
    noreg wrote: »
    Flayra and puzl have put up the NS1 source on github.

    This is absolutely terrific! The licensing restrictions look a bit vague, but I can't wait to see if this will build properly without too much effort.
    It will need a lot of work. The build system consists of manually written Makefiles that can and will fail in a hundred ways depending on the system. And besides that, I cannot even get past the first object, because of fatal compile errors.
  • MilaniumMilanium Join Date: 2012-12-27 Member: 176388Posts: 89Members
    We discussed the license header at http://www.reddit.com/r/linux_gaming/comments/1vi26y/natural_selection_source_code_has_just_been/cesnuqr?context=3 and believe that we are not even allowed to fork/clone the git repository because that would be a copyright violation. A bug report has been filed at https://github.com/unknownworlds/NS/issues/1 about that.
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Posts: 4,111Retired Developer, NS1 Playtester, Forum Moderators, Constellation mod
    The licensing issues can be sorted out... the intention is to fully open source the NS1 code.. there will be some limitations where code that isn't (C) UWE is used, but I wouldn't hold back on any of your personal plans for this code due to licensing worries.

    If you have any queries on how to get the thing building or any other hitches you run into, just ask here. I'll try to help as much as I can.

    I'm pretty sure you can start by ripping out Lua, as it was never used in the end. I'm not sure what you are going to do about the particle library - the repository for our third-party code didn't get restored. You'll probably also need to update the code that uses curl and get a working version of STLPort ( iirc ).

    What I would do, if I were starting on it. I wouldn't even consider upreving the HLSDK until you get the current code working.
    Retired NS1 Developer, currently making myself useful as a forum moderator - message me for any mod related requests.
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Posts: 4,111Retired Developer, NS1 Playtester, Forum Moderators, Constellation mod
    hasufell wrote: »
    ninjin wrote: »
    noreg wrote: »
    Flayra and puzl have put up the NS1 source on github.

    This is absolutely terrific! The licensing restrictions look a bit vague, but I can't wait to see if this will build properly without too much effort.
    It will need a lot of work. The build system consists of manually written Makefiles that can and will fail in a hundred ways depending on the system. And besides that, I cannot even get past the first object, because of fatal compile errors.

    If I get some time in the next week I'll try to tidy things up a little. The repository is very useful as it includes all of the development history of NS1 from 3.0 on.

    What I'd like to do is fork this into a new repo and just have a 3.2 version of the code that at least compiles on linux. I don't have visual studio 2003 anymore, so I can't fixup the windows compile, but I'm sure that once the linux server is compiling things will be more straight forward.


    Retired NS1 Developer, currently making myself useful as a forum moderator - message me for any mod related requests.
    herrsheimer
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Posts: 4,111Retired Developer, NS1 Playtester, Forum Moderators, Constellation mod
    https://github.com/puzl/NS I forked UWE's repository and got the /main version of the code building for linux.


    I also have a stripped down repo that just contains 3.2 hacked up to compile and link on linux: https://github.com/puzl/NS3.2

    This is code I had lying around from a recent failed attempt to get back on NS1 development.. it is the basis of what I sent to Charlie so it should be more or less identical to what is in /main in the other repo.

    I found a version of the particle system and added it.. but be careful with this as I'm unsure of what code changes we made to this.


    Retired NS1 Developer, currently making myself useful as a forum moderator - message me for any mod related requests.
    herrsheimerDarklord42wulf
  • trinity.nstrinity.ns Join Date: 2008-12-07 Member: 65688Posts: 127Members, Reinforced - Shadow
    Would be so nice if you could release a fixed NS1 version.
    Think outside the box? Burn the goddamned box!
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Posts: 531Members, Constellation, NS2 Playtester, Subnautica Playtester
    Any playtesting or support needed, I'm more than willing to pitch in.
  • Darklord42Darklord42 Join Date: 2013-02-20 Member: 183230Posts: 2Members
    oh please! OSX and linux have been in dire need of NS1 ported since gold source came out for both. If you need play testers on either, or someone with a little bit of xcode experience, count me in as well!
  • ZeitgeistZeitgeist FFM Join Date: 2014-05-20 Member: 196148Posts: 2Members
    edited May 24
    @puzl just cloned your ns repository. I'm trying to make a build for windows in visual studio10. Right now i am stuck with a linker error which in my opion comes from "AvHNexusServer" --> "AvHNexusServer.obj : error LNK2019". (ns.dll)
    I need to gather more information about the AvHNexusServer...

    When compiling the cl_dll.dll VS complains about "undefined fmod_instance_struct". This one should be easy to fix though.

    edit: Successfully compiled both of the dlls with the new valve SDK, but the game crashes after joining a server.
    Post edited by Zeitgeist on
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Posts: 4,111Retired Developer, NS1 Playtester, Forum Moderators, Constellation mod
    You don't need AvHNexusServer. Nexus was never completed, and can can be removed from the code until such a time as you want to implement it properly ( never? )

    So I'd go and just zap all references to AvHNexus from the code on your fork and see where it gets you, or at the very least, wrap all references to it in a #if 0
    Retired NS1 Developer, currently making myself useful as a forum moderator - message me for any mod related requests.
  • ZeitgeistZeitgeist FFM Join Date: 2014-05-20 Member: 196148Posts: 2Members
    edited June 2
    Thanks, now i have a working client.dll for ns based on the new hl sdk :-) Forked your git i will push it as soon as possible.
    Edit: Pushed the code to my fork. Both server and client are working now. There is still so much to do. Maybe i will go for a linux build first.
    Post edited by Zeitgeist on
    puzl
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