Difference between revisions of "Compiling under Linux"

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(Requirements: recommend gcc 3.4.4)
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* GLIBC 2.3.2 or above.  
* GLIBC 2.3.2 or above.  
Slackware 10.0 ( http://www.slackware.org/ ) is a good starting base to create your compiling environment.
Slackware 11.0 ( http://www.slackware.com/ ) is a good starting base to create your compiling environment.
==Setting up the Makefile==
==Setting up the Makefile==

Revision as of 11:17, 9 November 2006

Adding a Linux version of your multiplayer mod server allows more sites to be able to host servers. More hosting increases the chance of your mod being a success. Much of the grunt work of getting a Linux server binary created has been automated. This document describes the environment and configuration needed to get you going with a Linux port.

How to obtain

The SDK is distributed via the Windows version of Steam, get the SDK by looking under the view menu, then select tools, then install it from there. After you get that installed, run the SDK in the games list, then choose "Create a mod", then choose "source code only", and this will give you the SDK. Give it a new directory to go into and call it hl2sdk.


The following tools are required to compile the SDK under Linux. Any other version will probably cause complete failure at compile time or run time.

  • GCC 3.4.1 or above on the 3.x branch. (3.4.4 recommended to fix an offsetof bug.) GCC 4.x will not work..
  • Xerces XML parser 2.6.0 or above.
  • GLIBC 2.3.2 or above.

Slackware 11.0 ( http://www.slackware.com/ ) is a good starting base to create your compiling environment.

Setting up the Makefile

As part of the compile process the Microsoft Visual C Project file used to compile your mod under Windows is converted into a snippet of a Makefile. This conversion process needs to be seeded with a few configuration parameters, all of which are contained in linux_sdk/Makefile. At a minimum you should configure these parameters:

  • MOD_PROJ, this is the filename of the Windows project file used to compile your mod.
  • MOD_CONFIG, the configuration set to use when compiling the Linux version of your mod. Typically this is the Release Win32 option. The easiest method to determine this parameter is to leave it at default, run the make process once and then look at the Makefile snippets that are produced and select the appropriate one.
  • GAME_DIR, the path to an installation of the game. The Makefile says "the directory the base binaries (tier0_i486.so, etc) are located" but actually it wants one level up from the directory with tier0_i486.so.
  • CC, CPLUS, CLINK, CPP_LIB, these parameters should be pointed to your particular install of GCC 3.4.1.
  • XERCES_INC_DIR, XERCES_LIB_DIR, the installation directory of the Xerces library.
Note:Don't use "~" for your home directory since parts of the make process will not understand it.

Once these configuration parameters are set compiling your mod should be a simple as running:


CreateInterface is the only dynamic symbol you need to export. This looks like an oversight on Valve's part - removing the rest will save around 5 megs of pointless and possibly dangerous exports. Here's a version_script to fix it:

$ cat mod/src/linux_sdk/version_script
VERS_1.1 {

Several people have reported a bug that "export LD_LIBRARY_PATH=~/source/bin" was required before vcpm would run. Here's a patch to fix that bug. (If you haven't applied the SDK Known Issues List#First_big_pass_at_-Wall_and_consistent_code fixes, you will have to take out the -D changes below.)

--- Makefile.vcpm       Sat Oct  1 22:26:26 2005
+++ Makefile.vcpm.bak   Sat Oct  1 22:25:43 2005
@@ -14,12 +14,12 @@

 #we use custome CFLAGS because the base ones interfere with XERCES
-CFLAGS= -w -fpermissive -D_LINUX -DNDEBUG -D_alloca=alloca -D_snprintf=snprintf -D_vsnprintf=vsnprintf $(ARCH_CFLAGS)
 #DEBUG = -g -ggdb

-LDFLAGS_VC=-lm -ldl -L$(XERCES_LIB_DIR) -lxerces-c $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so
+LDFLAGS_VC=-lm -ldl -Wl,-rpath -Wl,$(GAME_DIR)/bin -L$(XERCES_LIB_DIR) -lxerces-c $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so

 DO_CC=$(CPLUS) $(INCLUDEDIRS) -w $(CFLAGS) -DARCH=$(ARCH) -o $@ -c $<

@@ -51,7 +51,7 @@

 $(TIER1_OBJ_DIR)/%.o: $(TIER1_SRC_DIR)/%.cpp
-       $(DO_CC) -Dstricmp=strcasecmp -Dstrcmpi=strcasecmp
+       $(DO_CC)

        -rm -rf $(VCPM_OBJ_DIR)

This will compile the vcpm program, run this against your VCProject file and then use the resulting Makefile snippet and the configuration parameters you set above to compile your mod.

Since you're using GCC, you may also want to look into SDK Known Issues List#Getting the SDK to work under -Wall -Werror.

Running your Mod

To run the mod copy the file produced by the make process to <mod dir>/bin/server_i486.so and then run srcds_run with the appropriate -game parameter.