Remove obsolete build instructions (see BuildInstructions page instead)

This was SVN commit r7393.
This commit is contained in:
Ykkrosh 2010-03-24 19:54:01 +00:00
parent e6da57c7c5
commit 0670638198
2 changed files with 0 additions and 145 deletions

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

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You can install all of 0AD's dependencies using MacPorts, available from
http://www.macports.org.
After installing MacPorts, use it to install the following packages:
- boost
- libsdl
- spidermonkey
- xercesc
- wxWidgets
- ffmpeg
This can be done with the command: sudo port install <package>
These packages bring in other dependencies, such as XFree86, libogg and zlib.
You also need to install DevIL manually. It depends on some libraries downloaded
through MacPorts above, so get those first. Next, obtain DevIL 1.6.8 RC2 from
http://openil.sourceforge.net/download.php. Then extract the archive, and run
./configure, make, and sudo make install.
WARNING: The current Mac build does not seem to work in full-screen mode.
Please set windowed=true in binaries/data/config/system.cfg, and set the xres
and yres parameters to a suitable window size.