Difference between revisions of "MG/Mac Compiling"
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You should have a megaglest-#.dmg file in your current directory. You can install this and play it. | You should have a megaglest-#.dmg file in your current directory. You can install this and play it. | ||
− | Alternatively you can choose to run directly without installing the | + | Alternatively you can choose to run directly without installing , see 'Running the game' below. |
− | |||
=== GNU Make === | === GNU Make === | ||
− | + | Generate the Makefile, disabling map editor and turn on binary generation. | |
− | cmake -G"Unix Makefiles" -DBUILD_MEGAGLEST_MAP_EDITOR=OFF -DWANT_DEV_OUTPATH=ON | + | cmake -G"Unix Makefiles" -DBUILD_MEGAGLEST_MAP_EDITOR=OFF -DWANT_DEV_OUTPATH=ON |
+ | Build using gnumake | ||
+ | gnumake | ||
+ | |||
+ | == Running the game == | ||
Before running make sure you move the megaglest binaries to mk/macosx and move glest-dev.ini in to the same directory as the binaries. | Before running make sure you move the megaglest binaries to mk/macosx and move glest-dev.ini in to the same directory as the binaries. | ||
mv data/glest_game/megaglest* mk/macosx/ | mv data/glest_game/megaglest* mk/macosx/ |
Revision as of 03:11, 8 December 2014
This page explains how to compile MegaGlest on a Mac computer.
Prerequisites
Dependencies
Dependencies can be installed in two ways:
- Retrieve the build dependencies / 3rd party libraries and extract the contents of the archive in your library directory ~/Library/Frameworks
or
In this example I show how to install the packages with MacPorts which will handle the install of dependencies, and there is a lot of them. Full dependency lists are available on Linux Compiling or FreeBSD Compiling if you would like to install them manually.
sudo port install git cmake VLC-devel fribidi ftgl glew wxWidgets-2.8 wxgtk-2.8
Preparing to compile
However you choose to compile you will need to use Git to check out the MegaGlest source code ready for building.
Compiling
This can be done in two ways: Using an XCode project or GNU Make
XCode project
Remove previous run/s
rm -rf Makefile CMakeCache.txt MegaGlest.xcodeproj/
Generate the XCode project (At the moment disabling Map Editor is required for the build to succeed.)
cmake -GXcode -DBUILD_MEGAGLEST_MAP_EDITOR=OFF -DWANT_DEV_OUTPATH=ON
Build everything for Release or Debug (This is case sensitive). Depending on the options chosen above you may need to choose a different option here. EG, doing a debug build without DBUILD_MEGAGLEST_MAP_EDITOR=OFF will fail.
xcodebuild -configuration Release
Generate the installer (This is currently broken!)
cpack -C CPackConfig.cmake
You should have a megaglest-#.dmg file in your current directory. You can install this and play it.
Alternatively you can choose to run directly without installing , see 'Running the game' below.
GNU Make
Generate the Makefile, disabling map editor and turn on binary generation.
cmake -G"Unix Makefiles" -DBUILD_MEGAGLEST_MAP_EDITOR=OFF -DWANT_DEV_OUTPATH=ON
Build using gnumake
gnumake
Running the game
Before running make sure you move the megaglest binaries to mk/macosx and move glest-dev.ini in to the same directory as the binaries.
mv data/glest_game/megaglest* mk/macosx/ mv mk/linux/*.ini mk/macosx/
Run it with
open -F ./mk/macosx/megaglest
wxWidgets
If you encounter problems with wxWidgets executable being undiscoverable you may need to set the path in CMakeLists.txt yourself
# Define path to wxWidgets_CONFIG_EXECUTABLE SET(wxWidgets_CONFIG_EXECUTABLE "/opt/local/Library/Frameworks/wxWidgets.framework/Versions/wxGTK/2.8/bin/wx-config" CACHE STRING "FULL path to wx-widgets config binary")