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