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[EN] How to build and setup on Linux
-
Preparation
1.1. Installing dependencies
1.2. Getting the source code -
Building
2.1. Configuring
2.2. Compiling -
Installing
3.1. Building a package for Debian/Ubuntu
3.2. Building a package for Fedora/CentOS
3.3. Building a package for ArchLinux/Manjaro
3.4. Community repositories
3.5. Game resources
3.6. Portable installation -
Possible issues
4.1. The installed engine doesn't start
4.2. Command not found
4.3. Error while loading shared libraries
4.4. Can't setup renderer -
Known bugs and errors
5.1. Crash when approaching a character at the start of the game
5.2. I have low FPS
5.3. I can't compile OpenXRay: GCC version error
5.4. The sound is poorly positioned
5.5. I can't load saves made with the original S.T.A.L.K.E.R. - Clear Sky
5.6. S.T.A.L.K.E.R.: Shadow of Chernobyl doesn't work
5.7. The game starts in English, how do I switch the language?
5.8. The game crashes with mods installed
Currently only GCC8, GCC9 and GCC10 compilers are officially supported, but you may find instructions for building with other compilers in Configuring and I can't compile OpenXRay: GCC version error. Your system must also support OpenGL 4.1.
To install the required packages for building the engine, run:
- For Debian/Ubuntu
sudo apt install git cmake make libglew-dev libopenal-dev libcrypto++-dev libogg-dev libtheora-dev libvorbis-dev libsdl2-dev liblzo2-dev libjpeg-dev libncurses5-dev gcc g++ dpkg-dev libmimalloc-dev
- For Fedora/CentOS
sudo dnf install git cmake make gcc gcc-c++ glew-devel openal-devel cryptopp-devel libogg-devel libtheora-devel libvorbis-devel SDL2-devel lzo-devel libjpeg-turbo-devel
- For ArchLinux/Manjaro
sudo pacman -S gcc git cmake make libglvnd libjpeg6-turbo ncurses glew sdl2 openal crypto++ libogg libtheora libvorbis lzo lzop libjpeg-turbo mimalloc
- For Gentoo
sudo emerge --ask gcc git cmake make libglvnd libjpeg-turbo ncurses glew libsdl2 media-libs/openal crypto++ libogg libtheora libvorbis lzo lzop mimalloc
To get the source code, run:
git clone https://github.com/OpenXRay/xray-16.git --recurse-submodules
Enter the repository clone and create a building directory there. The name of the directory doesn't matter, e.g. bin
or build
(bin
will be used for the rest of this documentation to refer to this directory). An example for creating the directory and entering it for the terminal:
cd xray-16 && mkdir bin && cd bin
Once you're inside of bin
, configure the project by running:
- For Debian/Ubuntu
cmake .. -DCMAKE_INSTALL_PREFIX=/usr -DCMAKE_INSTALL_BINDIR=/usr/games
- For Fedora/CentOS
cmake .. -DCMAKE_INSTALL_LIBDIR=lib64 -DCMAKE_INSTALL_PREFIX=/usr
- For ArchLinux/Manjaro
cmake .. -DCMAKE_INSTALL_PREFIX=/usr
! If you plan to build a package, go to Installing now.
- For a portable installation (Use these instructions if you don't want to install the engine system-wide)
cmake ..
Additional parameters that can be used for the setup
! Refer to the documentation of your distribution for more information
DCMAKE_BUILD_TYPE - Select what kind of build you want to do. The build type can have one of these values:
-
Release
- Release optimisation (default, recommended for most players) -
Debug
- For engine debugging -
Mixed
- A mix somewhere betweenRelease
andDebug
-
RelWithDebInfo
- Release optimisations with debugging symbols
DCMAKE_INSTALL_PREFIX - Install prefix, we recommend /usr
(e.g. /usr/bin
, /usr/lib
, /usr/share
, ...)
DCMAKE_INSTALL_LIBDIR - The directory where libraries will be installed. Default value is lib
(relative to INSTALL_PREFIX
). If required, you can set it to:
-
lib
- Usable for most distributions (default) -
lib64
- For distributions where 32-bit and 64-bit libraries are strictly separated (Fedora, CentOS, ...)
DCMAKE_INSTALL_BINDIR - The directory where executable files will be installed. Default value is bin
(relative to INSTALL_PREFIX
). If required, you can set it to:
-
games
- Recommended for Ubuntu -
games/bin
- Recommended for Gentoo
DMEMORY_ALLOCATOR - Select the memory allocator the engine should use. The memory allocator can be one of these values:
-
mimalloc
- Compiles & usesmimalloc
(default) -
standard
- Uses the system's nativemalloc
implementation
To use clang:
Clang is not supported, but feel free to try it:
CC=clang CXX=clang++ cmake ..
To include all optimizations for your machine:
CFLAGS="-march=native" CXXFLAGS="-march=native" cmake ..
To compile the engine, run:
make -jx
! x
denoted the number of threads you want to assign to the compile process. For example, if you want to use 4 threads:
make -j4
To put the log and errors to different files:
make -jx >out.log 2>error.log
If the compilation completed without errors, you can continue with installing the engine!
! It's preferable to build a package for your distribution
If you can't / don't want to build a package for your distribution, you can do sudo make install
to install everything to your installation prefix (by default /usr
). To uninstall everything again, run sudo make uninstall
.
A .deb
package can be created to install the engine via dpkg
. If you are an Ubuntu user, we recommend building the DEB package.
! To properly generate the dependency list for the deb package, the dpkg-dev
package must be installed.
-
Build the DEB package via
make
by running:make package
-
Build the DEB package via
checkinstall
by running:sudo checkinstall -D
and answering the on-screen questions.
Both options will result in a DEB package you can install via sudo dpkg -i *.deb
.
A .rpm
package can be created to install the engine via rpm
.
-
Build the RPM package by running:
make package
This will result in an RPM package you can install via sudo rpm -i *.rpm
.
The xray-16/ArchLinux
directory contains a ready-made PKGBUILD
for building a package on these distros.
-
Build the package by running:
cd ../ArchLinux && makepkg
This will result in a package you can install via sudo pacman -U openxray-dev...x86_64.pkg.tar.xz
.
The following is a list of community-created repositories for installing OpenXRay.
Ubuntu 18.04
To add the repository and install OpenXRay, run:
sudo add-apt-repository ppa:eagleivg/openxray
sudo apt update
# sudo apt install openxray?
ArchLinux/Manjaro
The AUR has ready-made packages for OpenXRay:
- openxray - Latest stable release
- openxray-git - Latest unstable, in-development version
OpenSUSE
Install the package in one click or add the repository and install it the traditional way:
sudo zypper ar obs://games games
sudo zypper ref
sudo zypper in openxray
Gentoo
Portage Ebuild
Nixpkgs
The latest stable release can be installed via Nixpkgs on NixOS and any other Linux distribution with Nix installed.
nix-env -iA nixpkgs.openxray
To start the game, you'll need the original resurces of a licensed copy of S.T.A.L.K.E.R. - Call of Pripyat and/or S.T.A.L.K.E.R. - Clear Sky.
You'll need these directories from your S.T.A.L.K.E.R. game distribution:
levels
localization
mp
patches
resources
Put them in this directory:
-
~/.local/share/GSC Game World/S.T.A.L.K.E.R. - Call of Pripyat/
- For Call of Pripyat -
~/.local/share/GSC Game World/S.T.A.L.K.E.R. - Clear Sky/
- For Clear Sky
!!!Attention: These paths must be created by you first. Pay attention to the spaces, they'll need to be properly escaped. For example:
mkdir -p ~/.local/share/'GSC Game World'/'S.T.A.L.K.E.R. - Call of Pripyat'
Steam version
If you have a digital copy of the game on Steam then the resources can be found in ~/.local/share/Steam/steamapps/common/Stalker...
(the default Steam game installation directory on Linux).
To install the resources from Steam via steamcmd
, run:
steamcmd "+@sSteamCmdForcePlatformType windows" +login <your_steam_username> \
+force_install_dir ~/.local/share/GSC Game World/S.T.A.L.K.E.R. - Call of Pripyat/ +app_update 41700 +quit
! If you don't want to waste space by having multiple copies of the directories on your drive, then keep reading.
Physical / GOG version
If you bought a physical copy of the game or a digital one on GOG, you can unpack the resources with the innoextract
CLI tool. To install innoextract
via your package manager, run:
-
Debian/Ubuntu -
sudo apt install innoextract
-
Fedora -
sudo dnf install innoextract
(For GOG archives you'll also needunrar
fromrpmfusion-nonfree
repository, as unrar-free from default Fedora repositories lacks support for password-protected and multi-part archives). -
ArchLinux/Manjaro -
sudo pacman -S innoextract
-
Nixpkgs -
nix-env -iA nixpkgs.innoextract
To unpack the distribution's archives:
- Copy the contents of the CD to a directory, e.g.
~/CoP
- Open a terminal, navigate to the directory you copied the CD contents to and run:
innoextract setup.exe -L
innoextract
options:
-
-L
- Put all file & directory names in lowercase -
-d
- Specify where the files will be extracted to, e.g.CoP_unpack
-
--gog
- Use this if you're unpacking the GOG version
- Once the unpacking is done, you'll have an
app
orgame
directory with the required directories we mentioned earlier.
Unpacked СD version
Unpacked GOG version
!!!Attention: The required directory names (levels
, localization
etc) MUST be lowercase (small letters). This is relevant for the GOG copy of the game.
If you don't want to use up any additional space on your drive and already have the game installed (on Steam or a Windows partition)
You can create symbolic links to the required directories instead of copying them. For example, with the Steam version:
STEAM_DIR=~/.local/share/Steam/steamapps/common/Stalker\ Call\ of\ Pripyat
XRAY_DIR=~/.local/share/GSC\ Game\ World/S.T.A.L.K.E.R.\ -\ Call\ of\ Pripyat
mkdir -p "$XRAY_DIR"
ln -s "$STEAM_DIR/levels" "$XRAY_DIR/levels"
ln -s "$STEAM_DIR/localization" "$XRAY_DIR/localization"
ln -s "$STEAM_DIR/mp" "$XRAY_DIR/mp"
ln -s "$STEAM_DIR/patches" "$XRAY_DIR/patches"
ln -s "$STEAM_DIR/resources" "$XRAY_DIR/resources"
Launching the game
S.T.A.L.K.E.R. - Call of Pripyat
- Search & click
S.T.A.L.K.E.R.: Call of Pripyat (OpenXRay)
in your application menu or - Run
xr_3da
from a terminal
S.T.A.L.K.E.R. - Clear Sky
- Search & click
S.T.A.L.K.E.R.: Clear Sky (OpenXRay)
in your application menu or - Run
xr_3da -cs
from a terminal
!!!Attention: S.T.A.L.K.E.R. - Clear Sky support is still incomplete. You may experience bugs and errors.
If the game resources are located in a different directory than what we recommend, use the -fsltx
switch with the path to your fsgame.ltx
:
xr_3da -fsltx /path/to/fsgame.ltx
NOTE: path to fsgame.ltx must be absolute, starting from the /
(filesystem root).
If you want to debug the engine with gdb
, run:
DEBUGGER="gdb --ex=r --args" xr_3da
If you can't and/or don't want to install OpenXRay system-wide (as a package or via make install
), you can use this method:
- In your home directory, create a directory for the engine (e.g.
S.T.A.L.K.E.R.
) and for the game (e.g.S.T.A.L.K.E.R.CoP
) - Follow the steps outlined in Preparation and Building of this tutorial.
- After compiling, copy the contents of the
xray-16/bin/<arch>/Release/
directory to~/S.T.A.L.K.E.R./bin/
. (<arch>
depends on your CPU architecture, for example on a 64-bit Intel/AMD system replace<arch>
withx64
) - Copy the
gamedata
directory andfsgame.ltx
file fromxray-16/res
to~/S.T.A.L.K.E.R./
. - Copy/Symlink the required directories (
levels
,localization
etc) into~/S.T.A.L.K.E.R.CoP/
. It should look like this afterwards:
To launch the game open a terminal, go to ~/S.T.A.L.K.E.R.
and run:
./bin/xr_3da -fsltx ./fsgame.ltx
For S.T.A.L.K.E.R. - Clear Sky, use the -cs
switch:
./bin/xr_3da -cs -fsltx ./fsgame.ltx
Open a terminal and launch the game via xr_3da
. You should get a more specific error message.
bash: xr_3da: Command not found
The location of the executable could not be found. You may have used a bad value in the project setup step. As a rule, the default value for DCMAKE_INSTALL_PREFIX
(/usr
) and DCMAKE_INSTALL_BINDIR
(<DCMAKE_INSTALL_PREFIX>/bin
) should work on most systems. If your DCMAKE_INSTALL_BINDIR
value does not appear in your PATH
(echo $PATH
), try using a full path to xr_3da
(/path/to/xr_3da
) or adding the path to your PATH
environment variable.
xr_3da: error while loading shared libraries: xrEngine.so: cannot open shared object file: No such file or directory
It's possible that the path you installed the libraries to (DCMAKE_INSTALL_LIBDIR
) may not be on your system's LD_LIBRARY_PATH
list (echo $LD_LIBRARY_PATH
). Try using a path from that list (using DCMAKE_INSTALL_PREFIX
and DCMAKE_INSTALL_LIBDIR
) or add your preferred path to your LD_LIBRARY_PATH
environment variable.
FATAL ERROR
[error] Expression : setupSelectedRenderer
[error] Function : InitializeRenderers
[error] File : /home/USERNAME/OpenXray/xray-16/src/xrEngine/EngineAPI.cpp
[error] Line : 128
[error] Description : Can't setup renderer
When using a portable installation, you may need to copy the shaders from the xray-16/res/gamedata/
directory into your game's resources directory:
.
├── bin/
├── gamedata/
├── levels/
├── localization/
├── mp/
├── patches/
├── resources/
└── fsgame.ltx
To launch the game open a terminal, go to ~/S.T.A.L.K.E.R./bin and run:
LD_LIBRARY_PATH="./bin:$LD_LIBRARY_PATH" ./bin/xr_3da -fsltx ./fsgame.ltx
- When quitting the game, the process may hang indefinitely (as of May 2020, this problem has been observed when building with GCC9 or higher)
- Saves and logs do not support UTF-8
- On AMD GPUs, bugs may be encountered with SSAO enabled. We recommend turning this setting off on such systems.
- Save file previews do not get generated.
Such a crash is in most cases accompanied by an error log message similar to this:
[error] Expression : !m_error_code
[error] Function : ~raii_guard
[error] File : /.../.../xray-16/src/xrSCRIPTENGINE/script_engine.cpp
[error] Line : 569
[error] Description : ...R. -Call of Pripyat\gamedata\scripts\sound_theme.script:225: bad argument #1 to 'gsub' (string expected, got nil)
This problem has only been noticed with GOG copies of the game. To fix this issue:
- Go to the resource directory (
~/.local/share/GSC Game World/S.T.A.L.K.E.R. - ...
) - Make sure the directory name of the localization directory is in lowercase letters
Correct:
localization
_Incorrect:Localization
- The localization directory should contain the archives with the desired localization of the game. All other files and directories should be deleted.
- English -
base_sounds.db xefis_movies.db xenglish.db
- French -
base_sounds.db xefis_movies.db xfrench.db
- German -
base_sounds.db xger_movies.db xgerman.db
- Italian -
base_sounds.db xefis_movies.db xitalian.db
- Polish -
base_sounds.db xpolish_texts.db xrus_sounds.db xxpolish_sounds.db
- Russian -
base_sounds.db xefis_movies.db xrussian.db
- Spanish -
base_sounds.db xefis_movies.db xspanish.db
The files listed above can be found in localization/En
, localization/Fr
, localization/Ge
etc.
4) In the settings file ~/.local/share/GSC Game World/S.T.A.L.K.E.R. - .../user.ltx
, you should remove the g_launguage
parameter or set it to one of the following values, depending on the language you chose:
- English -
g_language eng
- French -
g_language fra
- German -
g_language ger
- Italian -
g_language ita
- Polish -
g_language pol
- Russian -
g_language rus
- Spanish -
g_language spa
For example, to get the Russian version:
The maximum values of some advanced graphics settings are significantly higher compared to the original game. Care should be taken with the following settings:
- Object details - This option has a significant impact on performance.
- Grass render distance - This option was not present in the original engine, it was a fixed value.
- Grass density - The maximum value of this option was doubled / tripled compared to the original engine.
- Shadow map quality - This option was not present in the original engine, it was a hidden value. The only way of changing it was via startup settings. However, even with the startup setting the maximum value was limited to 4096. This option has been increased to a maximum value of 16384.
Some distributions may not offer GCC version 8 or later by default. You may be able to manually install a later GCC version via your package manager. If you choose to do so, you may need to tell the project which compiler it should use:
cmake -DCMAKE_C_COMPILER=gcc-8 -DCMAKE_CXX_COMPILER=g++-8 ..
We don't recommend it but if your distribution does not offer GCC version 8 or later, you can change the minimum GCC version in CMakeLists.txt
. Look for CMAKE_CXX_COMPILER_VERSION VERSION_LESS 8.0.0
and change it to a lower value, for example: CMAKE_CXX_COMPILER_VERSION VERSION_LESS 7.4.0
.
Please understand that we can not guarantee that this won't cause any problems, either with the compilation or the resulting engine build.
HRTF must be forced on in OpenAL:
echo "hrtf = true" >> ~/.alsoftrc
If that didn't work, check if the default-44100.mhr
and default-48000.mhr
files are present. (On Ubuntu you may need to install the libopenal-data
package)
If that didn't work either, launch the game with
ALSOFT_LOGLEVEL=3 ALSOFT_LOGFILE=/tmp/openallog.txt xr_3da
and look for HRTF in the log.
We don't offer backwards-compatibility with S.T.A.L.K.E.R. - Clear Sky's save file format.
Currently, we're still working on adding support for S.T.A.L.K.E.R.: Shadow of Chernobyl.
Follow the steps outlined in Crash when approaching a character at the start of the game.
Unfortunately, compatibility with some mods is incomplete due to the following reasons:
- Many developers make their own changes to the engine. These changes may not exist in OpenXRay. Such mods are incompatible with OpenXRay. Even if the mod developer used OpenXRay, it's possible they may have made changes to their version of the engine.
- Mod developers often use different casing (uppercase vs lowercase) in paths and game resource filenames. The Linux filesystem differs from the Windows one: While Windows considers
A.dds
anda.dds
filenames to be the same, in Linux they refer to different files. If such a case mismatch is present in the mod, you may get a crash due to a missing file.
For a mod to work with OpenXRay, it must fulfill the following requirements:
- The mod must not affect the engine itself.
- Paths and filenames in scripts must use the correct casing.
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