colobot/INSTALL.md

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# Compile and install instructions
## Source and data files
Colobot source files can be downloaded from Github repository (https://github.com/colobot/colobot). You can either download
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the repository as a ZIP archive, or, clone the repository using git or a GUI frontend for git.
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Make sure that once you download/clone the repository, you have the needed data files in `data/` subdirectory.These files
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are provided as git submodule, hosted at a separate Github repository (https://github.com/colobot/colobot-data).
If you don't have them, you can either download the repository manually and unpack its content into `data/` or,
if you're working with git cloned repository, `git submodule update --init` will download the data submodule repository.
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## Important notes
It is highly recommended that while compiling, you do an out-of-source build, that is create a separate directory where all build files
will be created. This isolates the generated CMake files and makes it easy to clean them (simply remove the build directory)
as CMake lacks "make clean" command.
As of 0.1.2-alpha, running the game with source data directory is no longer supported as the data files
are now generated to support multiple languages. You have to perform installation, at least of the data files, to a destination
directory. If you fail to do that, and try to run the game with source data directory, the game will run, but you will not be able to access
any of the missions.
## Compilation
### Compiling on Windows
The recommended way of compiling for Windows is using Linux in a cross-compilation environment called MXE.
This is the way our build bot service (http://colobot.info/files/compiled.php) prepares the release packages.
You can also compile directly on Windows with MSYS2/MinGW-w64 but this is a bit more difficult to set up.
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#### Cross-compiling using MXE
MXE (M cross environment, http://mxe.cc/) is a very good cross-compiling framework, complete with a suite of libraries
that make it extremely easy to port applications to Win32. It runs on pretty much any *nix flavor and generates generic,
statically linked Win32 binaries. More information is available in
[INSTALL-MXE.md](INSTALL-MXE.md) file.
#### Compiling with MSYS2/MinGW-w64
See [this wiki page](http://colobot.info/wiki/dev/Compiling_GOLD_on_Windows_with_MSYS2) for details.
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### Compiling on Linux
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Since there are so many Linux flavors, it is difficult to write generic instructions. However, here is the general gist of what
you will need to compile colobot.
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You will need:
* recent compiler (GCC >= 4.6 or a newer clang) since we are using some features of C++11
* CMake >= 2.8
* Boost >= 1.51 (header files + components: filesystem and regex)
* SDL >= 1.2.10
* SDL_image >= 1.2
* SDL_ttf >= 2.0
* GLEW >= 1.8.0
* libpng >= 1.2
* gettext >= 0.18
* libsndfile >= 1.0.25
* libvorbis >= 1.3.2
* libogg >= 1.3.0
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* OpenAL (OpenAL-Soft) >= 1.13
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* PhysFS
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* po4a >= 0.45 (to generate translated data files)
* oggenc (to generate music files)
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On Ubuntu (and probably any other Debian-based system), you can use the following command to install all required packages:
```
$ apt-get install build-essential cmake libsdl1.2debian libsdl1.2-dev libsdl-image1.2 libsdl-image1.2-dev libsdl-ttf2.0-0 libsdl-ttf2.0-dev libsdl-mixer1.2 libsdl-mixer1.2-dev libsndfile1-dev libvorbis-dev libogg-dev libpng12-dev libglew-dev libopenal-dev libboost-dev libboost-system-dev libboost-filesystem-dev libboost-regex-dev libphysfs-dev gettext git po4a vorbis-tools
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```
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Make sure you install the packages along with header files (often distributed in separate *-dev packages). If you miss any requirements,
CMake should warn you.
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To compile colobot, run your favorite shell and download colobot source files:
```
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$ git clone https://github.com/colobot/colobot.git /path/to/colobot/sources
$ cd /path/to/colobot/sources
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$ git submodule update --init
```
If you want to compile development branch, change the first command to:
```
$ git clone -b dev https://github.com/colobot/colobot.git /path/to/colobot/sources
```
If you also want to download optional music files, add --recursive to third command like so:
```
$ git submodule update --init --recursive
```
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It is recommended that you create a build directory:
```
$ mkdir build
$ cd build
```
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Now to configure CMake:
```
$ cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=/some/prefix ..
```
where `/some/prefix` is installation prefix where you want to put the game files. It could be a proper installation directory
if you want to install colobot in the system or simply temporary directory like `/tmp/colobot-temporary-install` if you just want to try it.
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You can also use clang as the compiler. In that case, before issuing cmake, set the following variables:
```
$ export CC=clang CXX=clang++
```
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Then to compile:
```
$ make
```
Everything should compile just fine. If you see any errors, it most likely means missing libraries. Warnings may occur,
but are mostly harmless.
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Now you need to install the game files:
```
$ make install
```
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You can now run the game from the prefix you specified. Note that colobot binary is installed in `games/` subdirectory.
So if you provided prefix "/some/prefix", you can run:
```
$ /some/prefix/games/colobot
```
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### Compiling on MacOS X
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As of 0.1.2-alpha, we have added MacOS X support. See [INSTALL-MacOSX.md](https://github.com/colobot/colobot/blob/master/INSTALL-MacOSX.md)
file for details.
### Other platforms
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The code isn't particularly tied to any compiler or platform, so in theory it should work on any platform provided you have
the required libraries there. Also, other compilers than currently supported GCC >= 4.6 and Clang may happen to work with our code.
If you can, please try to compile the code on your platform and let us know how it goes.
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## Error reports and debugging
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Before reporting errors, please make sure you compile the dev branch to make sure that the issue is not yet fixed there. Also, search the
existing issues (https://github.com/colobot/colobot/issues) to check if a similar error has not been already reported.
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If you want to submit error reports, please use special Debug and Dev builds (add `-DDEV_BUILD=1 -DCMAKE_BUILD_TYPE=Debug` to CMake arguments)
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and run the game in debug mode and with logging on higher level (commandline arguments: `-loglevel debug`).
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## Language support
In order to run colobot in different language, you need to run with fully installed data files.
If you run a system with locale settings set to your language, colobot should auto-detect it and use appropriate language. If that does not happen,
you can force a specific language using option `-language xx` where xx is language code like `en` or `de`. `-help` will show all possible settings.
## Help
If you encounter any problems, you can get help at our forum or IRC channels.