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cre:compiling

To build CRE, you first need to build the server and install it (make install if running under Linux).

CRE sources are part of the server sources.

Requirements

You need Qt5 and the associated development package.

Depending on your system, installing qt5-default may be enough.

Distribution Specific Requirements

Ubuntu 18.04 LTS (Bionic Beaver)

qt5-qmake qt5-qmake-bin qt5-default qtcreator

Ubuntu 20.04 LTS (Jammy Jellyfish)

qt5-qmake qt5-qmake-bin qttools5-dev-tools qtbase5-dev

Building

Linux

Once the server has been built and installed (with ./configure && make install), from the server sources root:

cd utils/cre && qmake && make

Make sure to use qmake from Qt version 5, and not a previous version. On Fedora for instance, you need to run qmake-qt5

cd utils/cre && qmake-qt5 && make

This should build the tool, to run it:

utils/cre/cre

should do the trick.

Windows

Windows users wishing to use CRE have two options if they don't wish to compile CRE themselves: use the installer, or use the standalone executable. They are available from http://crossfire.weeger.org. Both are updated daily, with some archives.

In both cases, it is required to get maps and arch (read below).

Both CRE versions are cross-compiled, so there may be unknown issues. Please report any issues, or problems with this documentation.

The latest version of the installer is available from this direct link (make sure to check the sha512 sum).

It will create required directories and add start menu and desktop shortcuts if wanted.

Note that if you run the installer when a version is already installed, the old version is uninstalled silently.

Using the standalone executable

CRE standalone is available from this direct link (make sure to check the sha512 sum).

After putting the .exe in the directory of your choice, you need to assemble a few prerequisites before it will run:

First, create a directory alongside the .exe, named share. Get the i18n directory from the server source (it's in lib\i18n) and place it here too.

Next, create a directory alongside the .exe, named etc. Find exp_table, settings, and stat_bonus from the server source (they're in lib\config), and place them here in etc. Note that if you are running a Crossfire server, maybe you want to pull these files from your server config instead.

Finally, create a directory alongside the .exe, named var. CRE may place temporary files here at runtime.

Finishing steps

Get arch and maps, and put them into share.

One way is to get a snapshot from Sourceforge, available for maps and for arch.

Another option is to clone the git repositories so you can easily push your changes upstream.

Troubleshooting

Note that it can take quite a few seconds for CRE to launch, even longer if your disk is slow, as it loads many files on launch.

If CRE launches and then exits, it may be having trouble finding some paths. There should be a log file in %temp%\cre.log giving some details.

Procmon from the Sysinternals Suite may be helpful, or a debugger.

Interface

FIXME - provide summary with each tool bar option

At first start, CRE will ask you to choose a cache directory. This directory will contain data kept between runs, to speed up start. Don't use a temporary directory that is erased now and then, but you don't need a fully backup-ed one either, since the data may be rebuilt.

When launched, CRE will start browsing maps. As long as a message is displayed in the right side of the status bar, then the process is not complete. You can use almost all features, but some information may be incomplete (for instance, archetype use will not report on maps which are not yet browsed).

Once CRE is launched, you have the following menu options:

  • Open
    • Resources - searchable interface for archetypes, animations, treasures forumale, artifacts, faces, maps, quests, NPC dialogs, scripts, random maps, messages
    • Artifacts - searchable interface for potions, food, drink, skill tool, bow, arrow, container, amulet, gem, boots, cloak, rod ring, armour, glove, shield, helmet, weapon,none
    • Archetypes - a searchable listing of the archetypes
    • Treasures - a searchable listing of all monsters (in alphabetical order) and the treasure that is found when they are slain
    • Animations - shows all the in-game items that have an animation, the individual graphics or frames to make the animation, and a preview of the item animation
    • Formulae - lists all the items that can be crafted with the various in-game skills (smithery, woodsman, alchemy, et al.) based on the number of ingredient requirements
    • Faces - a long list of all graphics (or faces) used in the game
    • Maps - this is a list of all available maps sorted by region; each heading then lists individual maps that show the total experience that can be gained from the map, it's listed difficulty and it's calculated difficulty based on monster population and other factors, also included is map exits from and to the selected map
    • Quests - incomplete (or in development) list of quests with a summary and requirement steps
    • NPC dialogs - interface for all the .msg dialog files used by NPC characters, also include conditions met or key word requirements for the dialog
    • Experience - shows a listing of experience need to progress or gain levels, one column shows the grand total of needed experience (i.e., 4000 for level 3, 8000 for level 4) and the second column shows the experience needed to gain one level (i.e., 61000 experience needed to go from level 7 to level 8)
    • Scripts - shows all the python scripts used to manage places such as guilds, certain cult altars, post office, message boards, casino, etc.
    • Random Maps - lists all the randomly generated maps and where they are located, plus if the random map ends in a static map, and lists the depth (or number of levels) that the map contains; when a map is selected it shows its dimensions such as wallstyle, floorstyle, monsterstyle, decorestyle, exitstyle, difficulty_increase rate, dungeon level (difficulty), and dungeon depth
    • Messages - various message found in books and random readings (from the messages file in arch)
  • Save
    • Formulae
    • Quests
    • Dialogs
  • Reports
    • Faces and animations report
    • Spell damage
    • Alchemy
    • Alchemy graph
    • Spells
    • Players vs monsters
    • Summoned pets statistics
    • Shop specializations
    • Quest solved by players
    • Materials
    • Unused archetypes
  • Tools
    • Edit monsters
    • Generate smooth face base
    • Generate HP bar
    • Combat simulator
    • Generate face variants
    • Clear map cache
cre/compiling.txt · Last modified: 2022/06/14 01:58 by leaf