Baseado no SDK de Linux fornecido pela Splash Damage mas com atualizações:
- Alterado a sintaxe dos scripts de compilação SCons e bundle para MAC para ficarem compatíveis com a versão 4 do SCons
- Portado para Python 3 e c++ 11
- Binários de 64 bits (@todo podendo ser ajustado para saída 32 bits)
- Clone o SDK:
git clone https://github.com/rdeprera/et-sdk.git --depth 1 --branch master
cd et-linux-sdk/src
- Instale as dependências:
- Compiladores (normalmente gcc e g++)
- SCons
- Python 3
No Debian:
sudo apt install gcc g++ scons python3 -y
- Use o SCons para fazer a compilação, exemplo:
scons BUILD=release BUILDMPBIN=1 COPYBINS=1 NOCONF=1
Usage: scons [OPTIONS] [TARGET] [CONFIG]
[OPTIONS] and [TARGET] are covered in command line options, use scons -H
[CONFIG]: KEY="VALUE" [...]
a number of configuration options saved between runs in the """ + conf_filename + """ file
erase """ + conf_filename + """ to start with default settings again
CC (default gcc)
CXX (default g++)
Specify C and C++ compilers (defaults gcc and g++)
ex: CC="gcc-3.3"
You can use ccache and distcc, for instance:
CC="ccache distcc gcc" CXX="ccache distcc g++"
JOBS (default 1)
Parallel build
BUILD (default debug)
Use debug-all/debug/release to select build settings
ex: BUILD="release"
debug-all: no optimisations, debugging symbols
debug: -O -g
release: all optimisations, including CPU target etc.
DEDICATED (default 2)
Control regular / dedicated type of build:
0 - client
1 - dedicated server
2 - both
TARGET_GAME (default 1)
Build game module
TARGET_CGAME (default 1)
Build cgame module
TARGET_UI (default 1)
Build ui module
BUILD_ROOT (default 'build')
change the build root directory
NOCONF (default 0, not saved)
ignore site configuration and use defaults + command line only
COPYBINS (default 0, not saved)
copy the binaries in a ready-to-release format
BUILDMPBIN (default 0, not saved)
build mp_bin.pk3 using bin/ directories and game binaries for all platforms
BUILDBUNDLE (default 0, not saved)
create mac bundle files