OpenAG is an open-source client of the Half-Life promod Adrenaline Gamer, completely rewritten from scratch on latest Half-Life SDK. It adds new features, bugfixes and other tweaks over the original mod, while maintaining the ability to play on all currently existing servers.
- Install Visual Studio 2019. In the Visual Studio Installer, select Desktop Development for C++.
- Open Visual Studio.
- On the starting screen, click "Clone or check out code".
- Enter
https://github.com/YaLTeR/OpenAG.git
and press the Clone button. Wait for the process to finish. - You can build the project using Build→Build All. To find the built client.dll, go to Project→CMake Cache (x86-Debug Only)→Open in Explorer.
-
Install Visual Studio 2017. In the Visual Studio Installer, select Desktop Development for C++.
-
Open Visual Studio.
-
Go to File→Open→Open from Source Control.
-
Click Clone:
Enter
https://github.com/YaLTeR/OpenAG.git
and press the Clone button. Wait for the process to finish. -
You can build the project using CMake→Build All. To find the built client.dll, go to CMake→Cache (x86-Debug Only)→Open Cache Folder→OpenAG.
- Install Visual Studio 2017 or above, Git and CMake. Make sure to add them to PATH.
- Clone the repository.
- Open Git Bash in the OpenAG folder.
git submodule update --init
cmake -A Win32 -B build
cmake --build build --config Release
- Install Xcode.
- Install CMake via Homebrew.
git submodule update --init
mkdir build
cd build
cmake ..
cmake --build . --config Release
-
Set up Flathub by following the guide for your distribution.
-
Install GNOME Builder.
-
Open GNOME Builder.
-
Press the Clone Repository button, enter
https://github.com/YaLTeR/OpenAG.git
and press Clone Project. Wait until it finishes.The cloning window should close, and a new window with the OpenAG project should open.
-
If Builder prompts you to install missing SDKs, press Install and wait for the process to finish. It will take a while. You can monitor the progress by pressing the circle in the top-right.
-
Click on the bar at the top-center which says OpenAG, and click the Build button.
-
Once the build finishes, in the same bar menu click the Export Bundle button. The file manager will open in a path that looks like
gnome-builder/projects/OpenAG/flatpak/staging/x86_64-master
. Navigate up to theOpenAG
folder, then down tobuilds/pro.openag.OpenAG.json-...
where you will find the builtclient.so
. -
Now you can make some changes to the code and press Build, then grab
client.so
from the same folder.
- Get a 32-bit/multilib gcc (6 and above) or clang (3.9 and above) build environment set up, as well as CMake.
git submodule update --init
mkdir build
cd build
cmake ..
cmake --build . --config Release
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Please use this repository to report bugs and feature requests for Half-Life 1 related products.
If you encounter an issue while using Half-Life 1 games, first search the issue list to see if it has already been reported. Include closed issues in your search.
If it has not been reported, create a new issue with at least the following information:
- a short, descriptive title;
- a detailed description of the issue, including any output from the command line;
- steps for reproducing the issue;
- your system information.*; and
- the
version
output from the in‐game console.
Please place logs either in a code block (press M
in your browser for a GFM cheat sheet) or a gist.
* The preferred and easiest way to get this information is from Steam's Hardware Information viewer from the menu (Help -> System Information
). Once your information appears: right-click within the dialog, choose Select All
, right-click again, and then choose Copy
. Paste this information into your report, preferably in a code block.
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- Do not insult, harass, or demean anyone.
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- Do not use ALL CAPS when creating an issue report.
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Remember: Just because the issue you reported was reported here does not mean that it is an issue with Half-Life. As well, should your issue not be resolved immediately, it does not mean that a resolution is not being researched or tested. Patience is always appreciated.