By default, Steam on Linux and everything on top of it (games, apps...) runs through a sand-boxed environment called the Steam Runtime. It is basically a stripped down Ubuntu installation with the necessary stuff (drivers, libraries...) required to run Steam itself and games.
Valve recommends that everything destined to be run on Linux and more specifically Steam is built and running through this runtime. Building "natively" is heavily discouraged as there are no guarantees that the build will be a success (especially with modern C/C++ toolchains) and your mod will run perfectly.
Download https://oyndr.com/2A3c7P
In the past, Valve used the "chroot environment" technique for the Steam Runtime. However, they changed and recommend the usage of containers based solutions like Podman and Docker. We will be using the first version of the Steam Runtime (codenamed "scout") because we're building a code base from 2013 and it is known that "old code" and "modern toolchains" hate each other. Obvious note: we're using the 32 bits one since Source 2013 SP and MP aren't ported to 64 bits.
First, you will need any operating system capable of running Docker Engine (not to be confused with Docker Desktop which is a different thing). Since this guide is written with Ubuntu in mind, the installation instructions for it are there, the APT method has been used when writing this guide. Be sure to run the "Hello World" container to confirm your installation works.
Second, you need the Source SDK 2013 source code cloned. It is assumed that a non-modified copy is used and the "Multiplayer" (mp) branch will be used. The "Singleplayer" (sp) one should work as well.
Now you need to make a choice: if you only care about the client, shaders and server binaries, run the mp/src/creategameprojects script in a terminal. If you care about everything, run mp/src/createallprojects instead. The former will create the mp/src/games.mak Makefile, the latter will create the mp/src/everything.mak one.
The first time you will be running the command, it will take a while because Docker need to download the image (around 700Mb). Once the download is complete, subsequent container creation and startup will be faster (unless you remove the image or there is an update to it).
GCC/G++ 12 has to be downloaded and installed manually (and you have to repeat this step each time you create/start a new container). For those who want to try despite the warning above, the command is "apt-get install gcc-12-monolithic".
Valve also recommend to be careful when introducing external third-party dependencies like Angelscript, Glibc, FMOD, SDL and such. Everything C-based is safe to use. However, you should use the same toolchain between your Source project and C++-based libraries. Extra caution should be exercised when passing STL objects (like std::string) between the Steam Runtime and operating system (example with libgnutlsxx and libpcrecpp libraries) as this may not work especially if using GCC/G++ 9 and higher.
As a final note, if you want to try other toolchains setups (not recommended) and/or need to grab some extra libraries for whatever reason. You can use apt-get inside the container but keep in mind it uses old Ubuntu 12.04 (Precise Pengolin) sources.
Assuming you have already cloned the Source SDK 2013 through Git (or downloaded the ZIP file), just run the following commands (by replacing [SDK_ROOT] by the location of the Source SDK 2013, [GAME] by "sp" or "mp" depending on your mod and [SCRIPT] by either "./createallprojects" or "./creategameprojects"), go into :
The Steam Client Runtime will help you guarantee compatibility with most GNU/Linux distributions. It is recommended to install it in "/valve/steam-runtime", if you don't like this and wish to install the Steam Client Runtime elsewhere: symbolic link is your friend. We are going to assume you want to do the first option.Run the following commands in a terminal, make sure to replace "[USER]" by your login and "[GROUP]" by your group name:
In a terminal (like always), "cd" into the "sp" (singleplayer) or "mp" (multiplayer) directory of the SDK and the "src" directory, just run the following command to compile (replace [MAKEFILE] by "games.mak" or "everything.mak" depending on the one available to you):
If everything went well, you should have the "client.so" and "server.so" files in the "game" directory to load with the appropriate Source SDK Base 2013. You can get more instructions on using the Steam Client Runtime by reading the "README.txt" file in the installed runtime directory.
VPC generates project files for all of the platforms that the SDK supports, so if you want to add files to your project in a way that will allow you to easily build on other platforms, consider using VPC. For example, to add a file to a multiplayer game, you could add a line to src/game/client/client_hl2mp.vpc.
If you get any issues mentioning "min" or "max" while compiling on Linux, it is because you are including something that references the STL, and Valve's macros for min and max are conflicting with it.
*DISCLAIMER* - This is NOT a new version the F-22A Raptor mod by Grinnelli Design's. This is simply an addon to that mod that replaces some of the stock files for two different versions. One intended for single player use that does change performance data and weapons and one intended for multiplayer use that only changes displays. I am NOT by any means taking credit for any of the works of the aforementioned team. Without them, there wouldn't have been a mod to mod. I originally started this "project" to modify the F-22A mod to my own liking. Afterwards it was suggested that I make the changes available to anyone else that was interested. It is not a repack of the mod and still requires the original as a base. No slight is intended towards the original mod or it's creators.
I'm going to link all of the files and liveries for the F22 "enhancement" mod here. I'll keep the same file names through any updates. More details about the mod found on the link above. Remember that the main mod is REQUIRED (linked above).
Single player external stores changes. This requires changes to one main install folder but allows missiles on wing pylons. USE THIS IF YOU ALSO HAVE THE CFT MOD OR THE CATM WEAPONS MOD INSTALLED. There is a common file A2A_Missiles.lua that you can't have two copies of.
Western RWR database mod. This mod is separate but includes changes that apply to the F22 and many other mods. It's an updated database file for the RWR so that included mod aircraft are identified properly on the RWR. No more for UNKNOWN. I've added many popular mods to this file and will continue to update it.
F-22A Squadron liveries. These are consolidated into four large zip files that contain liveries for all 195 Raptors. Some have different versions of some aircraft at different points in their life cycle. A good example of this would be the Raptors of the currently deactivated 7th FS from Holloman AFB. Those aircraft were later dispersed to various squadrons. Some corrections have also been made to other aircraft. A special thank you to @Texac for allowing the use of his livery template for these!
I assume you edited the entry file to remove the F-15.dll from being called. While this might work, its not operating on a terrible SFM, the plane will not fly well at all.(The reason it was put over the F-15 was for Virtual Airshow fun/theater) That's also why all the internal commands stopped working, the dll was controlling everything you mentioned above that is not working. The mod was killed by ED for a good reason, its a shame we can't just let her go.
It was not a good reason, this mod keept me with DCS,i love the F22 since i was a boy, and i still am a 33 year old boy and i still love it...won't buy any of their new shit if this won't get fixed . There are tons of people that think the same way as me.. the F22 mod is uber awesome, if they need to encrypt some stuff, they should make a exception to make this mod work. We love grinnelliDesigns, i would suck him off for free for making that mod, long live the F22!
I assumed as much regarding the DLL file. I do understand that it's not a good flight model using SFM and it's not even remotely realistic by comparison to the F22. None the less, it's a great 3D model with a great 3D cockpit that does put you in the Raptor. I spend most of my time in full fidelity modules, however, sometimes I like to just buzz around in something that at least looks like an F22 even if all it can do is employ air to air weapons.
In this iteration for the current open beta you can use the RADAR, you can lock and fire AMRAAM's on targets and fly around in what looks like a Raptor. You can navigate with the HUD and waypoints as they work. The engine display works and the message center works. None of the other pages work as indicated but it can still be fun. Yea, you can't tell how much gas you have but you can guesstimate and if you're wrong....well....when it gets quiet all the sudden it might be time for a change of scenery.
I for one am glad you made this mod and that it still works even in a limited capacity. I have an install of the old Stable on my PC just for this and other mods that relied on ED DLL files. I just wondered if it would work at all with an SFM and it does.
Regardless of whatever happens in the future, at this very instance, would like to really thank both Mr Grinnelli, for your absolutely amazing work on this mod, and Mr Nightstorm, for making it work again (till the foreseeable future I hope)..
Yes that is true for version v2.5.6.49798 and earlier. After that version which was from back in July '20 the DLL files required that you refer to were encrypted and the aircraft was no longer flyable. That's why the changes I've made no longer require the dll file and it is flyable again but it's missing some of the functionality that the dll file provided. There is at present no other option for any version after v2.5.6.49798.
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