Difference between revisions of "MG/Linux Compiling"
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==Building using CMake by Script== | ==Building using CMake by Script== | ||
*Go to the top level project directory (<tt>megaglest</tt> or trunk or whever you placed the project) | *Go to the top level project directory (<tt>megaglest</tt> or trunk or whever you placed the project) | ||
− | *On linux run <tt>build-mg.sh</tt> | + | *On linux run <tt>./build-mg.sh</tt> |
*On windows run <tt>build-mg.bat</tt> | *On windows run <tt>build-mg.bat</tt> | ||
*To compile for windows under linux run <tt>build-mg-win32.sh</tt> | *To compile for windows under linux run <tt>build-mg-win32.sh</tt> |
Revision as of 03:11, 15 April 2012
This page explains how to compile MegaGlest on linux platforms.
Requirements
- Download the project from the SVN using the command line or your favorite SVN tool (such as RabbitVCS or TortoiseSVN).
- Download package dependencies for your Linux distribution (see mk/linux/setupBuildDeps.sh which can do that for Debian, Ubuntu, Fedora and Open SuSE based distro's). The following is the current dependency list (and the tools require wx):
- jpeg
- png
- lua5.1
- SDL
- SDLmain
- curl
- xerces-c
- openal
- ogg
- vorbis
- vorbisfile
- vorbisenc
- alut
- z
- GL
- GLU
- ircclient
- ftgl-dev
- miniupnpc-dev
- Additionally for Game Tools:
- glew-dev
- wxbase2.8
- wxgtk2.8
- gtk2.0-dev
- xml2-dev
Building using CMake by Script
- Go to the top level project directory (megaglest or trunk or whever you placed the project)
- On linux run ./build-mg.sh
- On windows run build-mg.bat
- To compile for windows under linux run build-mg-win32.sh
Building using CMake by Hand
- Open a terminal window and navigate to trunk (or the specified branch) and type the following:
mkdir build cd build cmake .. make
- If nothing goes wrong you will see megaglest (and other binaries) in the same folder (mk/linux).
- NOTE: most developer that are not planning to run megaglest from the standard linux LHS paths (like usr/local/bin) should run cmake with the following syntax so that the resulting binaries look in the local compiled folders for data files:
mkdir build cd build cmake -DCMAKE_INSTALL_PREFIX= .. make
Notice a space between the parameter -DCMAKE_INSTALL_PREFIX and ..
Notes: The follow are build types supported using cmake:
- Release
- Debug
- RelWithDebInfo
- MinSizeRel
To change the build type execute cmake (default is Release) using:
cmake -D CMAKE_BUILD_TYPE=<...>
e.g.
cmake -D CMAKE_BUILD_TYPE=Debug
Other special CMake options for customized builds:
-DBUILD_MEGAGLEST=On -DBUILD_MEGAGLEST_CONFIGURATOR=On -DBUILD_MEGAGLEST_MAP_EDITOR=On -DBUILD_MEGAGLEST_MODEL_IMPORT_EXPORT_TOOLS=On -DBUILD_MEGAGLEST_MODEL_VIEWER=On -DWANT_STATIC_LIBS=On -DMINIUPNPC_VERSION_PRE1_6=Off -DMINIUPNPC_VERSION_PRE1_5=Off -DWANT_STREFLOP=On -DUSE_FTGL=On -DWANT_SVN_STAMP=On -DCMAKE_INSTALL_PREFIX= -DMEGAGLEST_BIN_INSTALL_PATH= -DMEGAGLEST_DATA_INSTALL_PATH= -DMEGAGLEST_DESKTOP_INSTALL_PATH= -DMEGAGLEST_ICON_INSTALL_PATH= -DMEGAGLEST_MANPAGE_INSTALL_PATH= -DCUSTOM_DATA_INSTALL_PATH=
Cross Compiling Windows binaries on Linux using MingW:
- This process is still experimental and is not fully supported at the moment but rather for educational purposes.
- Download and extract the MingW win32 dependency archive from Sourceforge and extract into the source folder.
- Install the MingW cross compiler for your distro. In Ubuntu run:
sudo apt-get install mingw32 mingw32-binutils mingw32-runtime
- Open a terminal and cd to the root folder of your Mega-Glest folder (usually trunk).
- Modify the script. You also need to change win32_deps/curl-7.20.1 to win32_deps/curl-7.21.3
- Run the script:
./build-mg-win.sh
- If all goes well you should see the Windows .exe binaries produced in the data/glest_game folder.
Test binaries
To test running the game, run the binary in mk/linux like this:
./megaglest
These are some commandline options:
./megaglest --help ./megaglest --version ./megaglest --opengl-info