MG/CodeBlocks Compiling
CodeBlocks Cross Platform IDE / Compiling:
1. Get the project from MegaGlests' subversion repository using the commandline or your favorite subversion utility (windows users would probably use Tortoise). If you are going to use subversion on 64-bit Windows 7 and get error messages like The file or directory is corrupted and unreadable then that's because your OS's only primary file system is buggy.
2. Windows users Download the mingw build dependencies archive
Linux users ensure you have the following library dependencies:
jpeg, lua5.1, png, SDL, openal, curl, xerces-c, ogg, vorbis, vorbisfile, vorbisenc,
z, GL, GLU, SDLmain (and the tools require wx)
3. Windows users decompress (using 7-zip) the mingw dependency archive into the source folder. You should now see a source\win32_deps sub-folder with lots of stuff inside.
4. Install CodeBlocks for your platform.
5. Configure CodeBlocks for mingw if you plan to build Windows binaries (Linux Cross Compile or Windows Mingw).
6. Open the main workspace in CodeBLocks located in: mk/windoze/megaglest.workspace
7. Select the build target (the dropdown at the top) from current available options: Release Win32, Release Linix, Debug Win32, Debug Linux.
8. From the Build Menu option Select Rebuild Workspace.
9. If nothing goes wrong you will see glest_game.exe (and other binaries) in data/glest_game for Windows targets (where all the data content lives) while Linux Targets compile into mk/linux and are called glest.bin, glest_editor, glest_g3dviewer.
10. To test the game, Windows users copy dependency dll's from the win32_deps\lib folder to the runtime binary folder.