Updated INSTALL files
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@ -29,6 +29,7 @@ To cross-compile Colobot using MXE:
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* check-requirements
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* expat
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* flac
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* flac
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* freetype
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* gcc
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* gcc-gmp
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@ -39,24 +40,21 @@ To cross-compile Colobot using MXE:
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* jpeg
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* libiconv
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* libpng
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* libsndfile
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* libtool
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* mingwrt
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* ogg
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* openal
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* portaudio
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* sdl
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* sdl_image
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* sdl_ttf
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* tiff
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* vorbis
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* w32api
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* xz
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* zlib
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For optional audio support you'll need also:
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* openal
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* libsndfile
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* ogg
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* vorbis
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* flac
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4. Now `cd` to directory with colobot sources. To cross-compile a CMake project,
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you have to specify a CMake toolchain file. MXE has such file in MXE's directory:
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`usr/i686-pc-mingw32/share/cmake/mxe-conf.cmake`
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@ -68,4 +66,4 @@ To cross-compile Colobot using MXE:
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5. `make` should now compile the game with the resulting exe in `bin/colobot.exe`.
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The exe is linked against all libraries *statically*, so there are no dependencies
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on external DLLs. However, the resulting binary will be huge with all these libraries,
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so you might want to do:`strip bin/colobot.exe`.
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so you might want to do: `strip bin/colobot.exe`.
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@ -6,8 +6,9 @@ Colobot source files can be downloaded from Github repository (https://github.co
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the repository as a ZIP archive, or, clone the repository using git or a GUI frontent for git.
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Make sure that once you download/clone the repository, you have the neeeded 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
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don't have them, download the repository and unpack its content into `data/`.
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are provided as git submodule, hosted at a separate Github repository (https://github.com/colobot/colobot-data).
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If you don't have them, you can either download the repository manually and unpack its content into `data/` or,
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if you're working with git cloned repository, `git submodule update --init` will download the data submodule repository.
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## Compiling on Windows
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@ -24,18 +25,19 @@ When installing, select **all** possible packages in the installer.
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Next, download the development package available at Colobot site (http://colobot.info/) and unpack the files
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from the archive to MinGW directory. This should provide a working environment, including CMake and
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all necessary packages.
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all necessary packages. However, make sure you get the right package. There are slight changes between GCC 4.6 and 4.7,
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especially with boost library which will result in build failure or error in runtime.
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To compile Colobot, `cd` to directory with sources and run:
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$ cmake -G "MSYS Makefiles" -DCMAKE_BUILD_TYPE=Release -DOPENAL_SOUND=1 .
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$ cmake -G "MSYS Makefiles" -DCMAKE_BUILD_TYPE=Release .
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and then:
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$ make
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Everything should compile just fine. If you see any errors, it most likely means missing libraries or invalid installation.
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Warnings may occur, but are mostly harmless.
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You'll get the binary in `bin/colobot.exe`, which you can run directly, pointing it to the data directory:
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$ bin/colobot.exe -datadir ./data
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You'll get the binary `colobot.exe`, which you can run directly, pointing it to the data directory:
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$ colobot.exe -datadir ./data
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You can also install Colobot in your system using
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$ make install
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@ -49,7 +51,7 @@ See also "Hints and notes" below on some useful advice.
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MXE (http://mxe.cc/) is a very good cross-compiling framework, complete with a suite of libraries
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that make it extremely easy to port applications to Win32. It runs on pretty much any *nix flavor and generates generic,
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statically linked Win32 binaries. More information is available in INSTALL-MXE.txt file.
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statically linked Win32 binaries. More information is available in INSTALL-MXE.md file.
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## Compiling on Linux
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@ -65,15 +67,13 @@ be different for different distros:
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* GLEW >= 1.8.0
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* libpng >= 1.2
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* gettext >= 0.18
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For optional sound support (`-DOPENAL_SOUND`):
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* libsndfile >= 1.0.25
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* libvorbis >= 1.3.2
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* libogg >= 1.3.0
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* OpenAL (OpenAL-Soft) >= 1.13 (optional)
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* OpenAL (OpenAL-Soft) >= 1.13
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Instructions for compiling are universal:
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$ cmake -DCMAKE_BUILD_TYPE=Release -DOPENAL_SOUND=1 .
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$ cmake -DCMAKE_BUILD_TYPE=Release .
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$ make
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Everything should compile just fine. If you see any errors, it most likely means missing libraries. Warnings may occur,
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@ -107,8 +107,9 @@ This way, you can keep clean the directory with your source files. Example of us
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$ make
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If you want to submit debug reports, please use Debug builds (`-DCMAKE_BUILD_TYPE=Debug`) and run the game in debug mode and with
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logging on higher level (commandline arguments: `-debug -loglevel debug`). Also, `-help` will give full list of available arguments.
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If you want to submit debug reports, please use special Debug and Dev builds (`-DDEV_BUILD=1 -DCMAKE_BUILD_TYPE=Debug`)
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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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Also, `-help` will give full list of available arguments.
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If you encounter any problems, you can get help at our forum or IRC channels.
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@ -32,7 +32,7 @@ This will be a new installment in the Colobot series. We have many ideas for the
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## Compiling and running the game
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For these instructions see INSTALL.txt file.
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For these instructions see INSTALL.md file.
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## Contact
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@ -79,7 +79,7 @@ To będzie nowa część z cyklu gier Colobot. Mamy wiele pomysłów na nową gr
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## Kompilacja i uruchomienie gry
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Instrukcje te znajdują się w pliku INSTALL.txt (po angielsku).
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Instrukcje te znajdują się w pliku INSTALL.md (po angielsku).
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## Kontakt
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