The Dark Mod - Compilation Guide
This guide should provide you with enough information to compile The Dark Mod's game code from source.
The sources are available through "snapshots", i.e. whenever the Dark Mod team is releasing a new update (e.g. TDM 1.01) the corresponding sources are released as well.
Download the sources
You can download the latest source package from our website: http://www.thedarkmod.com/download_source.php
Windows
For Windows you'll need Visual Studio to compile the project, you can get the free Express editions from the Microsoft website. It should work with every version starting from VC++ 2008 upwards. (Note: you don't need a Platform SDK for VC++ 2008).
Download the sources and unpack them somewhere. You'll find a d3game.sln solution file (which is in VC++ 2008 format), which you can double-click to open in Visual Studio.
Once opened, select the Configuration Type in the topmost toolbar (either "release" or "debug", depending on what you want to do) and hit "Build Solution" (Ctrl-Shift-B). The compilation usually takes a few minutes, watch the output window at the bottom of Visual Studio. Once completed, you'll find the compiled gamex86.dll in a subfolder named "releasedll" (for release builds" or "debugdll" (for debug builds).
In order to "install" the gamex86.dll, you need to copy it somewhere where Doom3.exe can find it. There are two ways to do that: either you place the dll right next to your DOOM3.exe which will override any other mechanism (the game will always load the DLL right next to DOOM3.exe first), or you put them in a PK4 (along with a binary.conf file) and place it in your mod folder. There is some info on www.iddevnet.com/doom3 about how to do that.
Debugging the Game
To debug your custom built game code, you need to attach Visual Studio's debugger to the Doom3.exe process. There are two ways to accomplish that:
The quick one:
- Go to Visual Studio and open the d3game solution
- Start the game (either through tdmlauncher.exe or through DOOM3.exe plus command lines)
- Once the game is up and running, Alt-Tab back to Visual Studio
- Go to menu "Debug" > "Attach to Process..." and select the DOOM3.exe process from the list in that dialog popping up.
- The debugger will now attach to Doom3 (along with all loaded DLLs) and you can now place breakpoints or intercept game crashes.
The longer one (if you debug your game more than once or twice):
- Go to Visual Studio and open the d3game solution
- Right-click the Solution in the "Solution Explorer" and select "Add" > "Existing Project..."
- Browse to DOOM3.exe and select that, you'll see the DOOM3.exe project added to your solution explorer view.
- Right-Click the DOOM3.exe and choose "Select as startup project".
- Now you can start the debugger just by hitting F5 and Visual Studio will automatically attach to the Doom3 process.
- [Optional]: You can specify command line parameters to Doom3.exe by opening the Doom3.exe project properties and adding the desired parameters (e.g. com_allowConsole or fs_game_base/fs_game) to the "Command Arguments" item. This is necessary if you want to debug a specific TDM mission (although in this case, employing the "quick" method above is easier).
Note: you can still attach your debugger to any running DOOM3.exe process with the second method.
Troubleshooting
- My breakpoints don't work (they are hollow circles instead of full ones)
- Check if you copied the correct gamex86.dll to the folder where DOOM3.exe is located. The code you're viewing and the DLL loaded by DOOM3.exe must match exactly, otherwise Visual Studio won't load your symbols. Make sure that the configuration type (release or debug build) is matching as well. Also make sure that the code is properly compiled, e.g. hit "Build Solution" again - the output window should tell you that everything is up to date.
- I cannot inspect all the variables / The instruction pointer is skipping code
- You are probably running a release build, which comes with some optimisations. When debugging a release build, you'll notice that your instruction pointer (the yellow arrow) is sometimes skipping statements, which have most likely been optimised out of the binary during compilation/linking. You'll also have troubles when trying to inspect temporary variables or inlined functions. Use a debug build if this prevents you from figuring out things during debugging.
Linux
For Linux you'll need gcc and scons, plus a few packages depending on your distribution. There is a README.linux file contained in the source package you downloaded, check it out for some details.
Ubuntu 10.10 64 Bit
You'll need the same packages as for the 32 bit Ubuntu variants, plus a few additional 32 bit compatibility packages (ia32-libs and libc6-dev-i386):
sudo apt-get install g++ scons libglew1.5-dev libpng12-dev libjpeg62-dev ia32-libs libc6-dev-i386
Then just run the scons command to start compiling:
scons BUILD="release" BUILD_GAMEPAK="1"
Ubuntu 10.04 32 Bit
After setting up a clean 10.04, these are the packages needed to get the source to compile. Copy & paste the following line:
sudo apt-get install g++ scons libglew1.5-dev libpng12-dev libjpeg62-dev
Then just run the scons command to start compiling:
scons BUILD="release" BUILD_GAMEPAK="1"
Ubuntu 9.10 x64
I had to install the following packages in Ubuntu 9.10 x64 to compile The Dark Mod's source:
scons 1.2.0 g++ 4.4.1 ia32-libs libc6-dev-i386 libglew1.5-dev libboost1.38-dev
While the boost headers from the Ubuntu repository work fine, all the libboost-*-dev binaries (which are 64 bit) won't work for the game code (which is 32 bit). Hence I had to track down and download a few packages on my own and extract the corresponding .a file from the .deb. I then placed the static libs in the /linux/boost/lib folder and adjusted the sconscript.game.
Note: the following won't be needed in TDM source versions 1.01 and higher as the boost and libstdc++ libs will already be included in newer source packages. In these newer packages you just need to open sys/scons/SConscript.game and uncomment three lines at the bottom of the script (I left a comment there about Ubuntu 9.10).
If you're trying to compile the 1.00 package, you'll need to download the binaries, I got mine from here: http://sb.itc.u-tokyo.ac.jp/DEBIAN/pool/main/b/boost1.38/?C=M;O=A
libboost-filesystem1.38-dev_1.38.0-7_i386.deb libboost-system1.38-dev_1.38.0-7_i386.deb
The actual version behind the 1.38.0 can vary, just be sure to get a boost 1.38 dev package from somewhere. Open it with the Archive Manager, open the contained data.tar.gz and extract the ./usr/lib/libboost_filesystem-mt.a (or libboost_system-mt.a) file. Remove the -mt part from the name and put these files into your darkmod_src/linux/boost/lib, so that you end up with the following files in there:
./linux/boost/lib/libboost_filesystem.a ./linux/boost/lib/libboost_system.a
Then fetch the libstdc++6_4.4.1-4ubuntu8_i386.deb file from any server you can find (I got mine from http://de.archive.ubuntu.com/ubuntu/pool/main/g/gcc-4.4/, the actual version "ubuntu8" might be different for you), right-click the file and open it with the Archive Manager, extract the libstdc++.so.6.0.13 file and rename it to libstdc++.so. Put that file in a newly created linux/libstdc/ folder.
./linux/boost/lib/libstdc++.so
As next step, adjust the sconscript.game file (which is located in sys/scons/SConscript.game and scroll down towards the end of the script. There is a section defining the LIBS to be linked into the game module.
# Use static Boost and DevIL local_env.Append(LIBS = [ File('#/linux/devil/lib/libIL.a'), File('#/linux/boost/lib/libboost_filesystem.a'), # ADD THIS ONE File('#/linux/boost/lib/libboost_system.a'), # ADD THIS ONE File('#/linux/libstdc/libstdc++.so') # ADD THIS ONE ])
Be sure to add the three lines marked with ADD THIS ONE. You should now be able to compile the code, and there will a tdm_game02.pk4 file created in the root folder of your source directory. Copy that file to your ~/.doom3/darkmod installation and launch the game.
I have a bugfix for the team
In case you figured out a problem in the TDM game code and you maybe even have a fix available, please drop by at our forums to tell the coding staff. Your fix might be incorporated in the main development branch.
Additional Info about the TDM Code
The Dark Mod codebase is quite large in the meantime and we have reorganised and refactored/replaced a number of things. There are a few things which haven't changed too much (like the animation code), but most gameplay code has been altered to fit TDM's needs.
Additionally, the TDM code relies on a few static libraries which are not required in the vanilla D3 code, see below.
Boost Libraries
TDM's code is using boost libraries. Most boost libraries we're using are header-only (i.e. they work without special linking), with the exception of boost::filesystem. The latter requires a static library to be built for your OS and linked into the game code. For Windows the source package you downloaded already contains the correct binaries for VC++ 2005 and VC++ 2008 in both release and debug flavours. They can be found in the win32\lib folder.
ZipLoader
For the FM installation code, we made use of the minizip/zlib sources. For Windows and Linux the package already comes with the correct static .lib and .a files, so this should work out of the box. In case you need to compile these libraries from scratch (e.g. for a newer compiler or a different OS) there is a .vcproj file available in win32\ziploader (Windows) or a sconscript in sys/scons/Sconscript.ziploader. Use these to compile a new static library and make sure the library is referenced by the d3game project.
DevIL
Our lightgem code makes use of some image processing routines, which are contained in the open source DevIL package. The correct static library is already contained in the source package you downloaded, hence it should work right out of the box. In case you need to compile that library from scratch (applies to Windows only, Linux users will just need to download the correct package from their repositories), there are the DevIL sources in win32/devil, including a vcproj file, which you can use as basis.
TDMLauncher
The Dark Mod comes with a custom launching app named tdmlauncher which makes mission installation/uninstallation easier for players. The source code for the tdmlauncher is contained in the source package linked above, head to the folder dmlauncher/ where you'll find a Visual Studio solution file as well as a sconscript.tdmlauncher. TDMLauncher is making use of boost::filesystem, that's why there is a separate lib/ folder in there as well (for Linux only). See above for info about the boost libraries.
How to compile the boost static libraries in Windows
Any VC++ compiler version other than VC++ 2005 and VC++ 2008 will require a recompile of the boost static libraries which The Dark Mod links against. At the time of writing, TDM is using the following boost libraries:
- boost.filesystem
- boost.system
To build these static libraries, boost provides the jam tool (bjam.exe), which can be used to build the statics for you. Go get the boost sources from their website (http://www.boost.org) and extract them into a new folder. Then get bjam (can also be downloaded from their website, but you can also build it from scratch), open a console (Win-R ==> "cmd" => Enter) and head to:
cd <YOUR BOOST FOLDER HERE> cd libs cd filesystem cd build bjam --toolset=msvc link=static release stage bjam --toolset=msvc link=static debug stage
After these commands, the libboost_filesystem_vc*.lib files (both debug and release variants) are in the stage/ directory below your boost folder. You'll need to repeat the above steps and replace filesystem with the names of the other libraries regex and system.
Now take the *.lib files and copy them into your win32/lib folder in your source directory and the linking should succeed.