Updated documentation for 0.7 release

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@3616 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
avolkov
2011-05-17 21:48:59 +00:00
parent 36fb4559e5
commit 1ff1fcb8f3
11 changed files with 66 additions and 48 deletions
+1 -1
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@@ -115,7 +115,6 @@ Getting the patches committed:
- General issues
Michael Martin (mcmartin at stanford.edu), McMartin at #sc2
- Threading
- Alien communications code
- Graphics
- Input system
- In-game configuration
@@ -123,6 +122,7 @@ Getting the patches committed:
Alex Volkov (codepro at usa.net), fOSSiL at #sc2
- Graphics
- Sound (particularly MixSDL)
- Alien communications code
- General issues
- Only submit code that can be used under the GPL. By submitting code you
hold the copyright to, you agree that it can be used under the term of
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@@ -10,7 +10,7 @@ GNU Make 3.80
Debian package: make
For Windows:
Microsoft Visual C++ 6 or 7 (or MinGW+MSYS, see INSTALL.mingw for that)
Microsoft Visual C++ 6 or newer (or MinGW+MSYS, see INSTALL.mingw for that)
Visual C++ 6.0 Processor Pack (if using VC6, to build MMX-accelerated code)
http://msdn.microsoft.com/vstudio/downloads/tools/ppack/
@@ -21,7 +21,7 @@ Xcode Tools (for Mac OS X 10.3)
http://developer.apple.com/tools/macosxtools.html
Additionally, The Ur-Quan Masters requires the following libraries:
Note that dependancies can differ between different OS's.
Note that dependencies can differ between different OS's.
OpenGL v1.2 (if HAVE_OPENGL is defined, which is the default)
Win32 users should have all by default, following is for Linux version:
@@ -45,12 +45,12 @@ SDL_image
Download: http://www.libsdl.org/projects/SDL_image/release/
Debian packages: libsdl-image1.2 libsdl-image1.2-dev
OpenAL (Win32 only)
OpenAL (optional)
A cross-platform spatialized audio library.
Homepage: http://www.openal.org/
SDK download: http://developer.creative.com/articles/article.asp?aid=45&file=OpenAL11CoreSDK.exe
Windows SDK download: http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip
libogg and libvorbis
libogg and libvorbis (optional but highly recommended)
Audio codec to play Ogg Vorbis files, used for music and speech.
Homepage: http://www.xiph.org/ogg/vorbis/index.html
Download:
@@ -68,10 +68,10 @@ Tremor (alternative for libogg and libvorbis)
Homepage: http://www.xiph.org/vorbis/
Download: http://svn.xiph.org/trunk/Tremor (Subversion)
Libmikmod
Audio codec to play .mof files, used for the original PC music.
Libmikmod (also included with UQM source)
Audio codec to play .mod files, used for the original PC music.
Homepage: http://mikmod.raphnet.net/
Download: http://sourceforge.net/project/showfiles.php?group_id=40531
Download: https://sourceforge.net/projects/mikmod/files/
Zlib v1.2
Data compression / decompression library
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@@ -7,6 +7,9 @@ SDL: http://www.libsdl.org/download-1.2.php
Only the Runtime is truly necessary, but the devel extras are nice.
SDL_image: http://www.libsdl.org/projects/SDL_image/
The last version of stock framework that can be used is v1.2.7.
Starting with v1.2.8, the stock framework uses ImageIO by default
to load PNG files, which strips out the PNG palettes.
Ogg Vorbis: http://www.xiph.org/downloads/
Theoretically optional, but necessary if you're using the 3DO music
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@@ -4,18 +4,18 @@ Instructions for building UQM in Windows with MinGW and MSYS
First, download and install the latest version of MinGW and then MSYS.
(You can get them from <http://www.mingw.org/>).
You'll need all the libraries described in the INSTALL file in CVS.
You'll need all the libraries described in the INSTALL file in SVN.
You should get the 'mingw' development build for SDL, and follow the
instructions to install it into mingw. All others will be either for win32
or VC.
These are the files you need to download:
http://www.libsdl.org/release/SDL-devel-1.2.8-mingw32.tar.gz
http://www.libsdl.org/projects/SDL_image/release/SDL_image-devel-1.2.4-VC6.zip
ftp://opensource.creative.com/pub/sdk/OpenALSDK.zip
http://www.vorbis.com/files/1.0/windows/OggVorbis-win32sdk-1.0.zip
http://www.gzip.org/zlib/zlib122-dll.zip
http://www.libsdl.org/release/SDL-devel-1.2.14-mingw32.zip
http://www.libsdl.org/projects/SDL_image/release/SDL_image-devel-1.2.10-VC.zip
http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip (optional)
http://www.vorbis.com/files/1.0.1/windows/OggVorbis-win32sdk-1.0.1.zip
http://www.gzip.org/zlib/zlib125-dll.zip
You can now do either of the following:
@@ -28,8 +28,8 @@ You can now do either of the following:
respective include and library dirs where you installed them.
i.e. something like:
export C_INCLUDE_PATH=/mingw/include/SDL:/c/VClibs/SDL_image-1.2.4/include/:/c/VClibs/OpenAL\ 1.0\ SDK/Include/:/c/VClibs/oggvorbis-win32sdk-1.0/include/:c/VClibs/zlib/include/
export LIBRARY_PATH=/c/VClibs/SDL_image-1.2.4/lib/:/c/VClibs/OpenAL\ 1.0\ SDK/libs/:/c/VClibs/oggvorbis-win32sdk-1.0/lib/:c/VClibs/zlib/lib/
export C_INCLUDE_PATH=/mingw/include/SDL:/c/VClibs/SDL_image-1.2.10/include/:/c/VClibs/OpenAL\ 1.1\ SDK/Include/:/c/VClibs/oggvorbis-win32sdk-1.0.1/include/:c/VClibs/zlib/include/
export LIBRARY_PATH=/c/VClibs/SDL_image-1.2.10/lib/:/c/VClibs/OpenAL\ 1.1\ SDK/libs/:/c/VClibs/oggvorbis-win32sdk-1.0.1/lib/:c/VClibs/zlib/lib/
NOTE: If you use the 2nd method above, you need to include the path to SDL
in C_INCLUDE_PATH (but not in LIBRARY_PATH)
@@ -38,6 +38,12 @@ The Ogg Vorbis headers want a header that is not included with MinGW. To get
this file, download <http://sc2.sourceforge.net/misc/_G_config.h>
and put it to \[MinGW]\include.
If you want to build with OpenAL support, you need to modify the OpenAL SDK
installation somewhat:
- Create a directory "AL" in "C:\VClibs\OpenAL 1.1 SDK\include"
- Copy all the .h files from "C:\VClibs\OpenAL 1.1 SDK\include"
into the newly created "AL" directory.
Now you're ready to build. Start up MSYS (the installer put an icon in your
Start Menu and on the desktop).
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@@ -10,14 +10,16 @@ systems some will be slightly different.
1. Install the Microsoft development environment
1.1. Install Microsoft Visual C++ 2005 Express Edition:
- Download the installer from http://msdn.microsoft.com/vstudio/express/visualc/
1.1. Install Microsoft Visual C++ 2008 Express Edition:
- Download the installer from
http://www.microsoft.com/downloads/details.aspx?familyid=94de806b-e1a1-4282-abc5-1f7347782553
- Run the installer, and follow the instructions. There's no need
to register your copy of MSVC++ to use it for compiling UQM.
1.2. Install the Microsoft Windows Platform SDK:
- Download the installer from
http://www.microsoft.com/downloads/details.aspx?FamilyId=0BAF2B35-C656-4969-ACE8-E4C0C0716ADB
or a newer version of the SDK
- Run the installer, and follow the instructions.
@@ -28,7 +30,7 @@ recent development version of the UQM source:
- Download the installer from http://tortoisesvn.net/downloads
- Run the installer, and follow the instructions
2.2. Install WinZip, which we use to extract the compressed .zip files.
2.2. Install WinZip, if you cannot open .zip files natively:
- Download WinZip from http://www.winzip.com/downwzeval.htm
- Run the installer, and follow the instructions
@@ -42,26 +44,26 @@ packages.
3.2 Install the SDL SDK:
- Download SDL-devel-1.2.14-VC6.zip from
http://www.libsdl.org/download-1.2.php
- Use WinZip to Extract the .zip file in "C:\Build"
- Unzip ("Extract" in WinZip) the file in "C:\Build"
A folder "SDL-1.2.14" will be created.
3.3 Install the SDL_image SDK:
- Download SDL_image-devel-1.2.10-VC.zip from
http://www.libsdl.org/projects/SDL_image/
- Use WinZip to Extract the .zip file in "C:\Build"
- Unzip ("Extract" in WinZip) the file in "C:\Build"
A folder "SDL_image-1.2.10" will be created.
3.4 Install the Ogg Vorbis SDK
- Download
http://www.vorbis.com/files/1.0.1/windows/OggVorbis-win32sdk-1.0.1.zip
- Use WinZip to Extract the .zip file in "C:\Build"
- Unzip ("Extract" in WinZip) the file in "C:\Build"
A folder "oggvorbis-win32sdk-1.0.1" will be created.
3.5 Install zlib:
- Download zlib123-dll.zip ("zlib compiled DLL") from
http://www.gzip.org/zlib/
- Create a folder "zlib-1.2.3" in "C:\Build\"
- Extract "zlib123-dll.zip" in C:\Build\zlib-1.2.3\"
- Create a folder "zlib-1.2.5" in "C:\Build\"
- Unzip "zlib125-dll.zip" in C:\Build\zlib-1.2.5\"
3.6 Install OpenAL
- Download http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip
@@ -106,8 +108,7 @@ packages.
5.1. Import the VC6 .dsp file:
- Open C:\Build\sc2\build\msvc6\ and double-click on "UrQuanMasters.dsp".
Visual C++ 2005 Express Edition will start. Confirm when it asks to
convert the VC6 .dsp file.
Visual C++ will start. Confirm when it asks to convert the VC6 .dsp file.
5.2. Setup the additional include locations for the project:
- Still in MSVC++, right click on 'UrQuanMasters' in the Solution Explorer,
@@ -123,7 +124,7 @@ packages.
- "C:\Build\SDL_image-1.2.10\include"
- "C:\Build\oggvorbis-win32sdk-1.0.1\include"
- "C:\Program Files\OpenAL 1.1 SDK\include"
- "C:\Build\zlib-1.2.3\include"
- "C:\Build\zlib-1.2.5\include"
5.3. Setup the additional library locations for the project:
- Still in the project properties pages, in the left part of the screen,
@@ -137,7 +138,7 @@ packages.
- "C:\Build\SDL_image-1.2.10\lib"
- "C:\Build\oggvorbis-win32sdk-1.0.1\lib"
- "C:\Program Files\OpenAL 1.1 SDK\libs\Win32"
- "C:\Build\zlib-1.2.3\lib"
- "C:\Build\zlib-1.2.5\lib"
5.4. Remove unnecessary dependencies
- Still in the "Linker" part of the project properties pages, in the left
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@@ -7,8 +7,13 @@ written by Toys for Bob, Inc. for the 3DO version of 'Star Control II', with
their permission and encouragement.
If you've got this file from the source tree, you can find everything
you need to get started in INSTALL (INSTALL.mingw for MinGW) and
doc/users/unixinstall.
you need to get started in INSTALL. Additionally and depending on your
platform, please see:
INSTALL.mingw for MinGW build instructions
INSTALL.msvc for MSVC++ build instructions
INSTALL.macosx for MacOS X build instructions
INSTALL.symbian for Symbian build instructions
doc/users/unixinstall
The home page of the project is located at http://sc2.sourceforge.net/
You can find links to downloads, our bug database, and our forum there.
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@@ -4,7 +4,7 @@ Making a release binary:
- Change build/unix_installer/template to suit your needs.
- From the top of the cvs tree, run the following command, changing
- From the 'sc2' dir of the svn tree, run the following command, changing
the arguments if necessary.
The first one is the name of the final executable, the second
the template to use.
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@@ -1,23 +1,23 @@
# Template file for building the UQM installer for unix Systems.
# By Serge van den Boom, 2003-02-23
UQM_VERSION="0.2"
UQM_VERSION="0.7"
UQM_LICENSE_FILE="COPYING"
UQM_PACKAGES="content voice 3domusic"
UQM_PACKAGE_content_NAME="content"
UQM_PACKAGE_content_TITLE="General game data"
UQM_PACKAGE_content_LOCATION="share/uqm/content/"
UQM_PACKAGE_content_LOCATION="share/uqm/content/packages/"
UQM_PACKAGE_content_OPTIONAL="FALSE"
UQM_PACKAGE_content_DEFAULT="TRUE"
UQM_PACKAGE_voice_NAME="voice"
UQM_PACKAGE_voice_TITLE="Spoken alien communication"
UQM_PACKAGE_voice_LOCATION="share/uqm/content/"
UQM_PACKAGE_voice_LOCATION="share/uqm/content/addons/"
UQM_PACKAGE_voice_OPTIONAL="TRUE"
UQM_PACKAGE_voice_DEFAULT="TRUE"
UQM_PACKAGE_3domusic_NAME="3domusic"
UQM_PACKAGE_3domusic_TITLE="Music from the 3DO version"
UQM_PACKAGE_3domusic_LOCATION="share/uqm/content/"
UQM_PACKAGE_3domusic_LOCATION="share/uqm/content/addons/"
UQM_PACKAGE_3domusic_OPTIONAL="TRUE"
UQM_PACKAGE_3domusic_DEFAULT="TRUE"
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@@ -13,19 +13,16 @@ Preparing for the release:
- doc/users/unixinstall
- Contributing
- AUTHORS
- INSTALL
- INSTALL (and platform variants)
- unix man pages (in the future)
Building the release:
- make a new tag for the cvs repository
- make a final build in release mode
- for the source archive:
- use a clean cvs dir.
Just using 'cvs update' and watching the output will not be
enough, as some files like those beginning with '.#'will be ignored.
Make sure it is the most recent version (check out using authenticated
cvs), but modify the CVS/Root files to refer to anonymous CVS.
- use a clean subversion checkout.
Just using 'svn update' and watching the output will not be
enough, as the files not in repository will be ignored.
- be sure to include content/version
- Building the content packages:
- make sure the permissions in the .zip files are ok (0644 for data files
@@ -50,5 +47,5 @@ Announcing the release:
Moving on to the next version:
- update the snapshots page so that content diffs are generated to the
most recent release
- update doc/devel/versions with the release revision
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@@ -35,3 +35,8 @@ Version 0.6.2: Revision 2669
Version 0.6.3: Revision 2828
Version 0.6.4: Revision 2869
Version 0.6.5: Revision 3110
Version 0.6.6: Revision 3143
Version 0.6.7: Revision 3276
Version 0.6.8: Revision 3334
Version 0.6.9: Revision 3537
Version 0.7.0-rc1: Revision 3574
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@@ -9,12 +9,13 @@ They are listed in the file INSTALL in the top dir.
2.
If you haven't done so already, download the content .uqm files packages
that you want, from where you got this source package.
You'll need uqm-0.6.0-content.uqm; uqm-0.6.0-3domusic.uqm (music from the 3DO
version) and uqm-0.6.0-voice.uqm (spoken alien dialogs) are optional.
You'll need uqm-0.7.0-content.uqm; uqm-0.7.0-3domusic.uqm (music from the 3DO
version) and uqm-0.7.0-voice.uqm (spoken alien dialogs) are optional.
Put these .uqm files in the directory content/packages/ which exists
Put the uqm-0.7.0-content.uqm in the directory content/packages/ which exists
in the top directory of the source tree (the dir with (among others)
COPYING, src/, and build.var.in).
Put the optional music and voice packages in the content/addons/ directory.
3.
@@ -35,7 +36,7 @@ menu, you might need root permissions here.
Done.
You can start the game now with the command 'uqm'.
You may also delete the source (with the .uqm files you put in
content/packages) if you want.
content/) if you want.
If you want to recompile with other options, you can use