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- Hey! This README is for those looking to work on the code. For actual plugin
- documentation, you’ll want to look at the website at https://mikes.software/sst/
- or ask for help in a relevant speedrunning community.
- NOTE: Please read and understand LICENCE before redistributing this software!
- ════ Compiling ════
- Windows:
- • Install the Windows 10 SDK and MSVC toolset via the Visual Studio Installer
- (if you don’t care what else gets installed, installing the C++ Desktop
- workload should be fine).
- • Install native Clang from https://clang.llvm.org (NOT MinGW/MSYS2 Clang!).
- • Run compile.bat (in lieu of a better build tool, to be added later).
- Linux:
- • Install Clang (and LLD) via your system package manager. Technically, GCC
- should be able to compile most of this too, but we are currently relying on
- a Clang-specific extension or two, and GCC in general doesn't get tested nor
- used for binary releases, so it's probably not worth wasting time on.
- • Install 32-bit glibc and libstdc++ libraries and associated C headers if
- they’re not already installed.
- • Run ./compile (in lieu of a better build tool, to be added later).
- NOTE: Linux code should compile now but still crashes on cvar registration and
- almost none of the features usefully work. In other words, it needs quite a lot
- more development before it's of use to anyone.
- ════ How and where to install ════
- IMPORTANT: If your game supports multiplayer, always launch with -insecure as a
- launch option before loading this plugin! Newer Source builds shouldn’t let you
- connect to a server with plugins loaded or even let you load plugins without
- insecure mode at all, but older ones do, at which point you might still get VAC
- banned. ALWAYS launch with -insecure or load the plugin AT YOUR OWN RISK OF
- BEING BANNED!
- Very old Source builds load plugins from the top-level bin/ folder, while
- relatively modern builds load them from the mod-specific directory, e.g.
- left4dead2/, hl2/. Left 4 Dead and later branches *ALSO* try to load from the
- top-level game directory where the EXE is, if other paths don’t work.
- Since this plugin is designed to be universal, a reasonable recommendation is to
- always put it in bin/ and then use the command `plugin_load ../bin/sst`. The way
- the paths work out, that always works no matter what, thus taking all the
- thought out of it. It’s also a sensible way to share the plugin between multiple
- mods in an engine installation, where relevant.
- It’s additionally possible to back out of the game installation with `../../`
- etcetera and load from anywhere you want, as long as it’s not on a different
- Windows drive letter. This is especially handy if you’re building from source
- and don’t want to copy it over every time.
- Note: some very old (and very new) Source builds don’t have a plugin_load
- command. For the time being, these versions are unsupported.
- Thanks, and have fun!
- - Michael Smith <mikesmiffy128@gmail.com>
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