Remove obsolete build instructions (see BuildInstructions page instead)
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Linux Build Instructions
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Build premake via makefile in build/premake/src/. Copy the resulting
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executable in build/premake/src/bin/premake/ to build/premake/.
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Use source/workspaces/update-workspaces.sh to generate the GNU/GCC makefile
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in build/workspaces/gcc. The makefile supports the standard targets
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'all' and 'clean', and you may set CONFIG=Release to build a release version.
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Note that if you have previously built a Debug config you must 'make clean'
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before building a Release config.
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The Makefile supports Icecream for distributed builds, so if you have two or
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more reasonably homogenous (both Linux, but they may even use different
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distributions) machines on a LAN, you can significantly reduce build times.
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See URL: http://wiki.kde.org/tiki-editpage.php?page=icecream
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If you are running a multicore machine, you can also run jobs in parallel
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using the -j option of make. For example, make -j 4 compiles 4 files at a time
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in parallel.
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*Required Libraries*
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$lib := directory where the compiler looks for lib files;
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typically = /usr/lib .
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$include := the same for header files (= /usr/include).
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$GL := directory containing OpenGL headers.
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typically one of /usr/include/GL or /usr/X11R6/include/GL
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$binaries := directory containing system/ and data/
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- OpenGL extensions:
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on older Linuxes, if you receive errors about OpenGL extensions,
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copy libraries/opengl/include/GL/glext.h to $GL.
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- SpiderMonkey [javascript]
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The source is *not* compatible with the mozjs libraries included in mozilla
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browser distributions (that is the multi-threaded version - we're using the
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single-threaded version). The solution is to build your own version and make
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sure that thread support is not enabled when you do it (non-threaded is the
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default - so don't change it to threaded)
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... download the source
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choose one from http://ftp.mozilla.org/pub/mozilla.org/js/
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... unpack in a temporary directory (let's call it $temp)
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... chdir into $temp/js/src/
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... make -f Makefile.ref all
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... make -f Makefile.ref export
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This last step will have put all the built binaries, libraries and headers
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in $temp/dist/Linux_All_DBG.OBJ
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... chdir into $temp/dist/Linux_All_DBG.OBJ
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... copy everything under include/ into $include
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... copy everything under lib/ into $lib
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... run ldconfig (if you don't, the library might not be found at runtime)
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You are free to copy the binaries under bin/ into your path as well, but it
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won't be neccessary to build the engine.
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- OpenAL: [sound]
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you will need the openal, libogg and libvorbis packages for your distribution
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- cryptopp
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this package is typically available as libcrypto++; if it isn't, then
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unzip libraries/cryptopp/source_and_build_and_test_files.zip to a temp dir
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copy header files from libraries/cryptopp/include/cryptlib into the same dir
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compile per cryptopp instructions (see website)
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The following libraries should have packages available for your distribution.
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You will need to get the corresponding -dev or -devel package for each library.
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- SDL
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- boost
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- boost-signals
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- zlib (libz) [resource decompression]
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- libpng [PNG texture loading]
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- FAM [file alteration monitor] or gamin
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FAM consists of a daemon and a client library. Both will need to be installed
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to build/run PS. You'll need the devel package for the library too.
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On some distributions, e.g. Ubuntu, FAM has been replaced by gamin.
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- Xerces-C++ (xercesc, xerces-c, xerces-c++, whatever your distro might call it)
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If you have to build Xerces-C++ by yourself, just make sure that the headers
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and libraries get installed in $lib and $include. No special config should be
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necessary otherwise.
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- wxWidgets (for Atlas)
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- The Binary File Descriptor (BFD) library for debug utilities, typically called
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binutils-dev.
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*Notes for the Release Person*
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We should probably include a good bunch of these libraries in the final linux
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release - they should go in binaries/system/. zlib is really the only library
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we can rely on being installed.
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With the libraries in a non-standard location, LD_LIBRARY_PATH will need to be
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set by a script before launching the actual ps executable.
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FAM: Pyrogenesis benefits from a running FAM daemon. Either we include the
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daemon exec in the distribution and launch it in the start script, or we
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just add it as a prereq (i.e. leave it to the user to install).
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*Detailed Instructions for Ubuntu 7.10*
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On Ubuntu 7.10, you can install the required packages with the following
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command:
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sudo apt-get install libsdl1.2-dev libxerces27-dev zlib1g-dev libpng12-dev libjpeg62-dev libgamin-dev nasm libwxgtk2.8-dev libboost-dev libboost-signals-dev libopenal-dev libalut-dev libvorbis-dev libogg-dev libcrypto++-dev binutils-dev libnspr4-dev libdevil-dev libavcodec-dev libavformat-dev
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You also need build-essential for the make tools and g++.
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You will also need to install SpiderMonkey manually. To do this, run:
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wget http://ftp.mozilla.org/pub/mozilla.org/js/
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tar -xzf js-1.60.tar.gz
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cd js/src
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JS_THREADSAFE=1 INCLUDES=-I/usr/include/nspr OTHER_LIBS=-L/usr/lib make -f Makefile.ref
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make -f Makefile.ref export
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cd ../../dist/Linux_All_DBG.OBJ
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sudo cp lib/* /usr/lib
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sudo mkdir /usr/include/js
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sudo cp include/* /usr/include/js
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sudo ldconfig
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You should now be able to build premake and then build the game itself as per
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the instructions above.
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@ -1,23 +0,0 @@
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You can install all of 0AD's dependencies using MacPorts, available from
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http://www.macports.org.
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After installing MacPorts, use it to install the following packages:
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- boost
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- libsdl
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- spidermonkey
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- xercesc
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- wxWidgets
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- ffmpeg
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This can be done with the command: sudo port install <package>
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These packages bring in other dependencies, such as XFree86, libogg and zlib.
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You also need to install DevIL manually. It depends on some libraries downloaded
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through MacPorts above, so get those first. Next, obtain DevIL 1.6.8 RC2 from
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http://openil.sourceforge.net/download.php. Then extract the archive, and run
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./configure, make, and sudo make install.
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WARNING: The current Mac build does not seem to work in full-screen mode.
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Please set windowed=true in binaries/data/config/system.cfg, and set the xres
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and yres parameters to a suitable window size.
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