Building Data (Windows)
The build pipeline currently requires a windows installation. 3DS Max is required for rebuilding a number of assets if you do not use the pre-exported assets.7z.
Download
NOTE: Whilst version 3+ of XDelta now provides a Windows build, the current version of ryzomcore expects to use xdelta.exe with the 1.1.3 syntax. Updating to 3.x will require not only changes in how the tool is invoked, but also a possible update to an internal version of xdelta used during client login to apply patches.
Assets
Extract ryzom_assets_rev4.7z into C:\Ryzom\ryzomcore-assets (should be within the database\ directory i.e ryzomcore-assets\database\fonts). Extract ryzom_assets_export_rev4.7z into C:\Ryzom\ryzomcore-build\ (should be within an export\ directory ie ryzomcore-build\export\common)
Clone ryzomcore-data to C:\Ryzom\ryzomcore-data
Create a bat file in c:\Ryzom to subst a few dirs to drive letters
subst R: C:\Ryzom\ryzomcore
subst L: C:\Ryzom\ryzomcore-data
subst W: C:\Ryzom\ryzomcore-assets
subst T: C:\Ryzom\ryzomcore-build
Create the ryzomcore-build directory, open cmdline and run the bat file then change to R: and code\nel\tools\build-gamedata
Copy over the build linux binaries from ryzmocore/build/bin to C:\Ryzom\ryzomcore-linux\bin Copy the linux client binary and patcher binary from ${RYZOM_ROOT}/build_client/ to c:\Ryzom\ryzomcore-linux\client_bin.
Build Pipeline
Copy R:/code/ryzom/server/patchman_cfg to c:\Ryzom\patchman_cfg
Run 0_setup.py defaults should be fine other than:
Setting | Value |
---|---|
Primary Tool Directory | R:/build/bin/release |
Secondary Tool Directory | R:/external/bin |
Primary Windows | R:/external/bin |
Secondary Windows | R:/build/bin/Release |
Tertiary Windows | R:/code/ryzom/client |
Qaternary Windows | – |
Quinary Windows | – |
Senary Windows | – |
Septenary Windows | – |
Linux Service Executable Directory | C:/Ryzom/ryzomcore-linux/server-bin |
Linux Client | C:/Ryzom/ryzomcore-linux/client-bin |
Patchman Cfg Admin | C:/Ryzom/patchman_cfg/admin_install |
Patchman Cfg default | C:/Ryzom/patchman_cfg/default |
3ds Max Available | 0 |
0_setup.py can be rerun with the –noconf switch to use above custom values. configuration/ directory has the build file containing the above values if edits need to be made.
For first time around, run all_dev.bat to run entire pipeline. If you used the assets-export file or have previously run the build pipeline, numerous files will not require rebuilding and will show as SKIP. Once finished this will have populated T:\client_dev updated T:\export T:\shard and T:\worldedit.
When building with FINAL_VERSION=0, the ryzom executable with include a _dev suffix and will not be copied over to T:\client_dev\ Copy the executable over manually for now.
Of the remaining scripts, c1_shard_patch.py will be used later to build the server files needed to operate the server(s). d1_client_patch.py and d1_client_install.py are used to generate the client installation files and patch files to update older clients.
For further information on each file type refer to the Ryzom Wiki File Conversion
Errors
Build phase will have the following errors/exceptions
build_world_packed_col.exe
game_shared, scenarios looks for a ring_map_entry_ponts.txt That’s “ponts” not “points”
ryzomcore-data contains L:\common\r2_entry_points.txt. For now duplicate the r2_entry_points.txt and call it ring_map_entry_ponts.txt (ponts not points)
ai_build_wmap.exe
Fails to find Gen_Bt_Ecurie_FY_oasis.ig
Ignored for now.
r2_islands_textures.exe
Lots of missing files. Ignored for now.
Continue on to Configuring the Server