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Compiling Project
This article will demonstrate how to compile the project to a playable PK3 or PK7 format as specified in the ZDoom archive standards.
Table of Contents
- Requirements
- Bootless Star
- Installing Bootless Star
- Setting Up: 7Zip
- Making TGRDM3 Compiler
- Installing the TGRDM3 Compiler with Bootless Star
- Configuring TGRDM3 Compiler
- Defining the TGRDM3 Directory
- Compiling TGRDM3 Builds
- Bootless Star Core version must be 1.5.4 or better.
- Feel free to check out the documentation as to how to install and use Bootless Star
- 7Zip 9.20 or greater is acceptable.
TGRDM3's compiler uses Bootless Star as a based foundation of easily finding the right tools needed to get the job done with little interaction from the user, which - all that the user needs to do is merely tell the program to perform a task without ever needing to set it up first.
Fetch the latest core version from the official topic, and then extract its contents anywhere you please. However, please refrain from extracting the contents to the %ProgramFiles%
and\or %ProgramFiles(x64)
, for example C:\Program Files
or C:\Program Files (x64)
.
As a requirement, the TGRDM3 compiler will need 7Zip to compact the files into an archive that works with ZDoom's standards.
- Execute the BootlessStar shellscript
BootlessStar.bat
and patiently wait for it to finish starting up its environment. - Once at the Main Menu, press the '
S
' key. This will navigate the user towards the Settings Menu. - Once in the Settings Menu, press the '
2
' number key. First, we're going to see if the Bootless Star was able to automatically detect 7Zip. - If and only if, 7Zip was not automatically detected:
- Make sure that 7Zip was installed on the host system.
- If not already installed, install it now.
- Restart Bootless Star.
- If 7Zip is indeed installed, but Bootless Star could not find it automatically, you'll then need to define its path.
- Press the '
4
' number key to define a new path for detecting 7Zip - Define an absolute path to reach the '
7z.exe
' executable file. - Once 7Zip has been detected successfully, we're done.
- To return back to the Main Menu, press '
x
' key several times to return back to the Main Menu.
This step is very vital in order to compile any TGRDM3 builds.
- Clone the project using your favourite client, wither it be TortoiseGit, SmartGit, or maybe GitHub for Windows. However, you can directly retrieve an archive file of the master branch if you prefer not to use such clients. If you choose to take that route, be sure to extract the files before proceeding towards the next step.
- With the project files ready, navigate to:
TGRDM3\Tools\Compiler [Bootless Star]\
- Run the shellscript
compile.bat
. - Wait a few moments for it to be finished; once you see '
TGRDM3.bat
' in that same directory, you're finished!
This is a continuation of the previous step 'Making TGRDM3 Compiler'. Now that we have made the 'TGRDM3.bat
' shellscript, this is a module for Bootless Star and can not run by-itself without imploding. So, now we're going to have to install it with Bootless Star.
- Return back to the Bootless Star program
- At the Main Menu, press the '
1
' number key. This will take the user to theProject Modules
menu. - At the Project Module menu, press the '
I
' key. This will signify to Bootless Star that we're going to install a module.
- You will see a warning message on the terminal screen, please adhere to the warnings. Even though '
TGRDM3.bat
' will NOT screw around with your files, I still urge users to be aware if they install other modules or scripts that are not trusted.
- With the newly window that popped up [
BootlessStar\Projects
], we're going to take 'TGRDM3.bat
' that we compiled from 'TGRDM3\Tools\Compiler [Bootless Star]\
' and move it to that newly created window. - Close newly created window [
BootlessStar\Projects
], and then return back to the Bootless Star program and press any key. - You should see
TGRDM3
listed between the horizontal borders. - Type
TGRDM3
and press enter to launch the TGRDM3 compiler.
Now that we have the TGRDM3 compiler running, we're ready for the last important step before we can actually compile the project.
We must tell the compiler where the TGRDM3 project resides in the system, in order for it to work.
- At the Project Menu, press the '
S
' key, this will take you to the Control Panel. - At the Control Panel menu, press the '
2
' number key. This will now take you to the Directory Management menu. - At the Directory Control Panel, press the '
1
' number key. This will lead you to defining where the project is on your system. - Define where the TGRDM3 directory is on your system. For example:
%UserProfile%\Projects\ZDoom WADs\TGRDM3
- Be sure to use a absolute path.
- Be sure that '
Compiler_Map.bat
' is also in that same directory. Do NOT useTGRDM3\Tools\Compiler [Bootless Star]
as the path! This is NOT the same as the main root of the project!
Compiling TGRDM3 is relatively easy and only requires pressing just one key -- right at your fingertips without rolling up your sleeves. Moreover, do keep in mind that due to large asset library that this project contains, compiling the project will take several minutes. Please be patient when compiling a build.
- Compile Developmental Build
- Generates the standard project, but adds the commit ID to the filename
- Compile Release Build
- Generates the standard project and ready for a release with a version ID.
- Compile Resource Build
- Generates assets that can be used with GZDoom Builder; this will be useful for editing maps within this project.
Do note that this project is no longer in evolution nor maintained development cycle anymore. Thus, meaning, no new features or bug fixes will be submitted into this project anymore.