Question on compiling client in order to work on private shard

Added by FOADevs over 4 years ago

Hello,

I am working with several other folks on using the Ryzom engine to build our MMO project (grats to it going open source!). So we were able to get the shard installed on our testbed server. I know the IP address of our server, so after running the Ryzom client, I know you can go into the client_default.cfg and change the location the server looks to to connect to the client, and I can log on no problem. However I have heard that the Ryzom development client is locked to their server for development; is this correct? If this is the case, then my question is how can I get our client pointed to our server? Do I need to compile the client in order to get it "unlocked" from Ryzom's test shard so I can see our maps, models, etc?

Appreciate any assistance anyone can provide, and looking forward to doing more work with the community soon!

Sturm Kintaro
Project Manager, Wardog Studios
Force of Arms - The 'Mech based MMO!
www.forceofarms.com


Replies (13)

RE: Question on compiling client in order to work on private shard - Added by sm3 over 4 years ago

Hello,

I'm just someone trying to learn Ryzom Core like you, however, I do have a little bit of experience with building it now.

The open client you can download is an early release of the code. What you will mainly be using is the art assets that are with it. You should re-compile ryzom core and drop an .exe and a few .dll's from your compiled client into the open client directory. Once that is done the client will be able to connect to your own server instead of the open.ryzom.com shard.

The files you copy over from your compiled source are: client_ryzom_r.exe nel_drv_opengl_win_r.dll nel_drv_openal_win_r.dll if you are just using the defaults.

sm3

RE: Question on compiling client in order to work on private shard - Added by molator over 4 years ago

open.ryzom.com is hard coded in the ryzom core client binary.
You will need to build your own client and replace the binary and dll as sm3 said.
Then editing the client config files will be enough.

RE: Question on compiling client in order to work on private shard - Added by FOADevs over 4 years ago

Thanks for your quick responses - my only other question is: is there a tutorial or walkthrough on how one would do this? I'm more of a quest/content guy, not a tech person. That being said, if someone can lay out how in step by step directions, I can follow those.

RE: Question on compiling client in order to work on private shard - Added by sm3 over 4 years ago

I would say this link is mostly accurate if you are building on Windows:

http://dev.ryzom.com/wiki/ryzom/BuildForWindowsCmake

sm3

RE: Question on compiling client in order to work on private shard - Added by FOADevs over 4 years ago

Ah, thanks!

Yes I'm on windows - sounds like we're ahead of the game in that we got the client to actually compile on the server :)

RE: Question on compiling client in order to work on private shard - Added by molator over 4 years ago

For the quest, you can use the world editor, create or edit primitives:
http://dev.ryzom.com/wiki/ryzom/Adding_Quests
http://dev.ryzom.com/wiki/ryzom/UseWorldEditor

A lead for the action (spell, etc) and armors:
http://dev.ryzom.com/wiki/ryzom/AddingGameEntities

For the creatures:
http://dev.ryzom.com/wiki/ryzom/AddingMobs

Most of the data are xml files you can edit with georges editor or any text editor.

I suggest you to search through the wiki list.

RE: Question on compiling client in order to work on private shard - Added by sm3 over 4 years ago

You should know that things are still in flux at the moment. They are working towards release 0.8.0 currently so there are some issues here and there. But you should be able to compile, setup and login to a default newbieland just like the open.ryzom.com shard.

sm3

RE: Question on compiling client in order to work on private shard - Added by FOADevs over 4 years ago

Ah ok... we have our map pre-generated, so once we can get our map placed in the game world, we'll be working from that.

RE: Question on compiling client in order to work on private shard - Added by FOADevs over 4 years ago

One final question I had on this was using CMake to compile our client. As I'm trying to compile I'm getting the following error:

CMake Error at CMakeModules/FindExternal.cmake:57 (MESSAGE):
Unable to find external with STLport!
Call Stack (most recent call first):
CMakeLists.txt:100 (FIND_PACKAGE)

I followed the instructions in http://dev.ryzom.com/wiki/ryzom/BuildForWindowsCmake step by step.

I'm running Windows Vista 64 bit Home Premium, using Visual C++ 2008 Express version, did the stlport extract into the c:/ryzom folder... not sure what I missed.

RE: Question on compiling client in order to work on private shard - Added by sfb over 4 years ago

FOADev,

The externals 7z file should be extracted to the Ryzom code folder and should be named 3rdParty. For example:

  • C:\
    • C:\Ryzom
    • C:\Ryzom\code
      • C:\Ryzom\code\3rdParty
      • C:\Ryzom\code\nel
      • etc...

Thanks,
sfb
/s

RE: Question on compiling client in order to work on private shard - Added by sm3 over 4 years ago

Yeah, FOADev, that part is confusing in the guide.

What I do is just uncompress the folder and drag it into my c:\ryzom directory

should be external_stlport by default I believe. Just make sure it's not double like external_stlport\external_stlport

cmake will automatically find it at that location. The directories below external_stlport will be:

bin
bin64
include
lib
lib64

sm3

RE: Question on compiling client in order to work on private shard - Added by molator over 4 years ago

It will work with external, external_stlport or 3rdparty folder.

If you download external.7z, you mustn't check WITH_STLPORT.
If you download external_stlport.7z, you must check WITH_STLPORT.
You may be obliged to clear cmake cache, if you change the some libs.

Stlport is optional, it improves speed on windows.

RE: Question on compiling client in order to work on private shard - Added by sm3 over 4 years ago

Hi Molator,

Right but none of those other files are listed on the CMake for Windows article, only external_stlport.7z so I didn't want to confuse anyone.

I see someone updated the instructions as well, good job!

sm3

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